Feat descriptions
Total number of feats: 2850 (1826 heroic, 696 paragon, 327 epic)
Dragonmark
Ongoing Damage, Physical Change, Power Enhancement, Saving Throw Penalty
Benefit: Whenever you hit an enemy with a daily attack power, that enemy takes a -2 penalty to saving throws against ongoing damage until the end of the encounter.
You are immune to the negative effects of diseases from sources that are more than 5 levels lower than you, though you still carry and spread those diseases.
Dragonmark
Defense Penalty, Physical Change, Power Enhancement
Benefit: Whenever you hit an enemy with a daily attack power, that enemy takes a -2 penalty to Will until the end of the encounter.
You are immune to the negative effects of madness from sources 5 levels lower than yourself.
Dragonmark
Attack Penalty, Fear, Physical Change, Power Enhancement
Benefit: Whenever you hit an enemy with a daily attack power, that enemy takes a -1 penalty to attack rolls against you until the end of the encounter. This is a Fear effect.
You are immune to the negative effects of Fear and intimidation from sources 5 levels lower than yourself.
Bloodline
Foulborn Heritage, Perception, Physical Change
Prerequisites: Foulburn Heritage feat
Benefit: You gain darkvision.
Class, Racial, Skill Enhancement
Prerequisites: Eladrin race, Artificer class
Benefit: You gain a +3 feat bonus to two skills from the artificer's class skill list. This counts as the Skill Focus feat for these skills.
Bloodline
Luck, Misfortune Bloodline, Racial, Skill Enhancement
Prerequisites: Tiefling race, Mantle of Misfortune feat
Benefit: When you make an Insight check against a creature within the aura granted by your mantle of misfortune racial power, you can roll twice and take the better result.
Attack Bonus, Class, Equipment, Support
Prerequisites: Artificer class
Benefit: Whenever you use an Artificer power that targets a weapon or an implement, the next attack roll with that weapon or implement before the end of the encounter gains a +1 bonus.
Class, Mark Punishment, Saving Throw Penalty, Worship
Prerequisites: Paladin class, must worship Avandra
Benefit: Whenever a creature marked by you makes an attack that does no include you as a target, the target takes a -2 penalty to saving throws until the start of its next turn.
Class, Combat Advantage, Teamwork
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: You can place your curse on a creature that is already under another warlock's curse, and other warlocks can place their curse on a creature that is already under your curse.
In addition, you have combat advantage against any creature under more than one warlock's curse.
Attack Penalty, Channel Divinity, Class, Power Enhancement
Prerequisites: Invoker class, maledictor's doom power
Benefit: If you target only one creature with your maledictor's doom Channel Divinity power, the penalty to attack rolls increases to -3, or to a -5 penalty to triggered attack rolls.
Bloodline
Class, Combat Advantage, Foulborn Heritage, Psionics
Prerequisites: Ardent class, Ardent Mantle feature, Psionic Augmentation feature, Foulborn Heritage feat
Benefit: When you first drop to 0 power points during an encounter, each enemy within radius of your Ardent Mantle grants combat advantage until the end of your next turn.
Acid, Class, Miss Mitigation
Prerequisites: Constitution 13, Wizard class
Benefit: When you miss with a Wizard power with the Acid keyword and would not normally deal damage to the target, you deal acid damage equal to your Constitution modifier + your implement's enhancement bonus.
Acid, Condition Negation, Mobility, Power Enhancement, Racial
Prerequisites: Genasi race, acid surge racial power
Benefit: When you use acid surge, you ignore the immobilized, restrained, and slowed conditions during the move.
Multiclass
Multiclass Invoker, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Wisdom 13
Benefit: You gain training in the Religion skill.
Also, choose a 1st-level Invoker at-will attack power. You can use that power as an encounter power.
In addition, you gain proficiency in Invoker implements.
Multiclass
Multiclass Assassin, Power Repertoire, Proficiency Gain, Skill Training, Stealth
Prerequisites: Dexterity 13
Benefit: You gain training in either the skill.
Also, you gain the shadow step assassin class power as an encounter power.
In addition, you gain proficiency in ki focuses.
Mobility, Skill Enhancement
Prerequisites: trained in Acrobatics
Benefit: You gain a +2 feat bonus to Acrobatics checks.
Also, you can use Acrobatics instead of Athletics for checks to climb.
Action Point, Class, Support
Prerequisites: Intelligence 15, Charisma 15, Warlord class, Resourceful Presence feature
Benefit: When you roll initiative at the start of an encounter, you can give your action point to an ally you can see. The action point must be spent before the end of the encounter.
Action Point, Condition Negation, Racial
Prerequisites: Human race
Benefit: When you spend an action point to take an extra action, you can make a saving throw against each effect on you that a save can end. Take the extra action after you have made all saving throws.
Action Point, Class, Mobility, Racial
Prerequisites: Human race; Ranger class or Rogue class
Benefit: When you spend an action point to take an extra action, you can shift 2 squares as a free action either before or after taking the extra action.
Action Point, Attack Bonus, Racial
Prerequisites: Human race
Benefit: You gain a +3 bonus to attack rolls you make during any extra action you gain by spending an action point.
Familiar
Familiar, Mobility
Prerequisites: Arcane Familiar feat
Benefit: When you take a move action, you can also move your familiar its speed or shift it 1 square.
Defense, Power Enhancement, Racial
Prerequisites: Githzerai race, iron mind racial power
Benefit: When you use your iron mind, you gain a +4 bonus to all defenses instead of +2.
Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power
Benefit: Choose a type of damage your dragon breath doesn't already deal from among acid, cold, fire, lightning, or poison.
When you use your dragon breath racial power, you can choose to use the chosen damage type and corresponding damage keyword rather than the normal damage dealt by the power. Only one damage type and keyword applies to a given attack.
Special: You can take this feat more than once. Each time you select this feat, choose another damage type for your dragon breath that you don't already have for it.
Racial, Skill Enhancement
Prerequisites: Goliath race
Benefit: Whenever any creature you can see succeeds on a skill check, you gain a +2 feat bonus to that skill until the end of your next turn.
Multiclass
Multiclass, Power Enhancement, Racial
Prerequisites: Half-elf race
Benefit: You can use your Constitution, Wisdom, or Charisma to determine bonuses to attack rolls and damage with the power you chose for your Dilettante racial trait instead of the ability that power normally uses.
Special: This feat counts as a class-specific multiclass feat for the class from which your Dilettante power comes.
Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power; Adaptable Breath feat or Radiant Breath feat,
Benefit: When you use your dragon breath, you can choose for it to deal two types of damage and gain both keywords. Both damage types must be ones you are capable of delivering with your dragon breath.
Class, Forced Movement
Prerequisites: Bard class, Virtue of Cunning feature
Benefit: When you slide an ally with your Virtue of Cunning feature, you can also slide an enemy that was adjacent to that ally into the space the ally vacated.
Bloodline
Combat Advantage, Power Enhancement, Support, Vistani Heritage
Prerequisites: Vistani Heritage feat
Benefit: When you hit a target with your evil eye of the Vistani bloodline power, the target grants combat advantage to all your allies for the duration of the power.
Class, Critical, Racial, Size-based
Prerequisites: Fighter class, Small or smaller size
Benefit: When you make a melee attack, you score a critical hit on a natural roll of 19 or 20 against targets that grant you combat advantage and are at least two sizes larger than you (Large, if you are Small).
If you have an epic feat that allows your attack to always score scritical hits on a natural roll of 19, you instead gain this feat's benefits on a natural roll of 18 to 20.
Attack Bonus, Channel Divinity, Class, Combat Advantage, Support
Prerequisites: Invoker class, Covenant of Preservation feature
Benefit: When you hit with an attack that is benefitting from a bonus to the attack roll from preserver's rebuke Channel Divinity power, the target also grants combat advantage until the end of your next turn.
Attack Bonus, Class, Mark Punishment
Prerequisites: Swordmage class, Swordmage Aegis feature
Benefit: If a target marked by you makes an attack that doesn't include you as a target, you gain a +1 bonus to attack rolls against the marked creature until the end of your next turn.
Class, Mark Punishment, Temporary Hit Points
Prerequisites: Swordmage class, Swordmage Aegis feature
Benefit: If a target marked by you makes an attack that doesn't include you as a target, you gain 5 temporary hit points.
These temporary hit points increase to 10 at 11th level, and 15 at 21st level.
Arcane, Background, Power Repertoire, Racial
Prerequisites: Elf race, any arcane class, Aerenal background
Benefit: Choose an additional power for each level of utility power you know from an arcane class. Each time you learn a new level of utility powers for an arcane class, choose an additional one of the same level.
After an extended rest, choose which arcane utility power of each level you can use for that day. This feat does not change the number of arcane utility powers you can use each day.
If you use a Spellbook, the additional utility power is in addition to any you gain from that feature.
Action Point, Attack Bonus, Background, Necrotic, Racial
Prerequisites: Elf race, Aerenal background
Benefit: You gain a +2 feat bonus to damage rolls with necrotic powers.
This bonus increases to +3 at 11th level, and +4 at 21st level.
In addition, you also gain the bonus to attack rolls with necrotic powers you make during any extra action you gain by spending an action point.
Attack Bonus, Damage Bonus
Prerequisites: Wisdom 13
Benefit: If, at the start of your turn, three or more enemies are adjacent to you, you gain a +1 bonus to attack rolls and damage rolls until the end of your turn.
The bonus to damage rolls increases to +2 at 11th level, and to +3 at 21st level.
Combat Advantage, Initiative
Benefit: You gain combat advantage against all enemies until the end of your first turn in each combat.
Class, Forced Movement, Initiative
Prerequisites: Rogue class, First Strike feature, Brutal Scoundrel feature
Benefit: At the beginning of an encounter, whenever you hit a target that has not yet acted, you slide that target 1 square.
Class, Psychic, Summoning
Prerequisites: Psion class
Benefit: When you use a psionic power to summon a creature, each enemy adjacent to the creature when it appears takes psychic damage equal to your Intelligence modifier.
Familiar
Damage Bonus, Familiar, Power Repertoire
Prerequisites: Arcane Familiar feat, 16th-level or higher utility power
Benefit: Replace one of your 16th-level or higher utility powers with the aggressive familiar feat power.
Feat
Utility 16
Aggressive Familiar
DailyFree Action
As you use an arcane power, your familiar explodes, damaging creatures you hit
Arcane
Requirement:  Your familiar must be in its active state
Effect:  Your familiar is destroyed, and you gain a +5 power bonus to damage rolls against creatures that were adjacent to your familiar. The bonus lasts until the end of the current turn.
Bloodied, Damage Bonus, Class, Support
Prerequisites: Warlord class, Charisma 19
Benefit: While you are conscious, bloodied allies who can hear and see you gain a +2 bonus to damage rolls.
Class, Kill Effect, Teleportation
Prerequisites: Shaman class
Benefit: Whenever you reduce an enemy to 0 hit points with a spirit attack power, you can teleport your spirit companion 10 squares to a square adjacent on an enemy as a free reaction.
Mobility, Skill Enhancement
Benefit: When you make an Acrobatics check or an Athletics check, roll twice and use the higher result.
Multiclass
Mobility, Multiclass Fighter, Reactive Strikes
Prerequisites: Any Fighter multiclass feat, Fighter paragon multiclass
Benefit: You gain the Fighter feature Combat Agility
Class, Defense, Mobility, Support
Prerequisites: Intelligence 15, Warlord class
Benefit: An ally who starts his or her turn adjacent to you gains a +2 bonus to AC and Reflex against attacks triggered by his or her movement until the end of his or her current turn.
Class, Mobility, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: When you use your wild shape to change from your humanoid form to a beast form, you can shift 1 square.
Starting at 21st level, you can shift 2 squares.
Class, Mobility, Power Enhancement, Shapechange
Prerequisites: Dexterity 13, Warden class
Benefit: You can shift 1 square when you assume a Guardian Form.
Starting at 21st level, you can shift 2 squares.
Attack Penalty, Class, Critical, Mobility
Prerequisites: Dexterity 15, Ranger class, Hunter's Quarry feature
Benefit: When you score a critical hit with a melee attack against your quarry, you can shift 1 square as a free reaction.
In addition, the enemy takes a -2 penalty to attack rolls against you until the end of your next turn.
Extra Attack, Forced Movement, Triggered
Benefit: When you end a pull, push, or slide in a square where an enemy is within your reach, you can use an immediate reaction to make a melee basic attack against that enemy.
Class, Mobility
Prerequisites: Ranger class, Running Attack feature
Benefit: When you move as part of using a Ranger attack power, you ignore difficult terrain.
Class, Mobility
Prerequisites: Avenger class, Monk class, Ranger class or Rogue class
Benefit: Once per turn when you stand up from prone, you can also shift 1 square.
This increases to up to 2 squares at 21st level.
Attack Bonus, Class, Reactive Strikes
Prerequisites: Fighter class, Combat Superiority feature
Benefit: The attack bonus for your Combat Superiority uses your Dexterity modifier instead of your Wisdom modifier.
Background, Mobility
Prerequisites: Akanûl background
Benefit: You subtract 10 feet from the distance you fall before determining falling damage.
This increases to 20 feet subtracted at 21st level.
Class, Mobility, Support
Prerequisites: Ardent class, Mantle of Clarity feature
Benefit: Whenever an ally within the radius of your Adent Mantle makes a save, he or she can shift 1 square as a free reaction.
Equipment, Racial, Temporary Hit Points
Prerequisites: Warforged race
Benefit: Once per attack when you hit an enemy using a consumable alchemical item attack power, you gain temporary hit points equal to your Constitution modifier.
These temporary hit points increase to 3 + your Constitution modifier at 11th level, and to 6 + your Constitution modifier at 21st level.
Damage Bonus, Equipment, Racial, Temporary Hit Points
Prerequisites: Warforged race
Benefit: Choose one damage type from the following: acid, cold, fire, lightning, necrotic, poison, or thunder.
When you use an attack power or an alchemical item attack power with the chosen keyword, you gain a +2 feat bonus to the damage roll.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Additionally, while you have any temporary hit points, you gain a +1 bonus to damage rolls with all alchemical item attack powers.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Equipment, Reactive Strikes
Benefit: If you have an alchemical item in hand when an enemy provokes an reactive strike from you, you can use that alchemical item instead of making a melee basic attack.
Equipment, Miss Mitigation
Benefit: When you miss all targets with an alchemical item, roll a d20. On a result of 10 or higher, you can recover the item as a short rest activity. You can only recover one item per day.
Special: If you take this feat as a paragon tier feat, you can recover two alchemical items each day. If you take it as an epic tier feat, you can recover three.
Equipment
Benefit: You can make alchemical items of your level or lower. You must have the correct formula and training in an appropriate skill.
You learn two formulas of your level or lower when you first take this feat.
Familiar
Combat Advantage, Defense, Familiar
Prerequisites: Arcane Familiar feat
Benefit: While your familiar is in its passive form, enemies don't gain the normal benefits of combat advantage against you. Any additional benefits derived from combat advantage still apply.
Initiative, Perception
Benefit: You cannot be surprised.
Also, you gain a +2 feat bonus to Perception checks.
Mobility, Racial
Prerequisites: Githzerai race, Shifting Fortunes trait
Benefit: When you use your Shifting Fortunes, you can shift your speed instead of 3 squares.
Class, Support, Teamwork
Prerequisites: Paladin class
Benefit: Allies adjacent to you cannot be flanked.
Class, Fire, Kill Effect
Prerequisites: Warlock class, Infernal Pact feature
Benefit: Whenever you reduce an enemy you have cursed to 0 hit points or less with a warlock attack, the enemy's space fills with hellfire until the end of your next turn.
Any creature that enters or starts its turn in the flames takes fire damage equal to 5 + one-half your level.
Class, Extra Attack, Mark Punishment, Teamwork, Triggered
Prerequisites: Fighter class, Combat Challenge feature
Benefit: Whenever you use your enforce challenge class power, one ally of your choice that is adjacent to the triggering enemy can make a melee basic attack against it as an opportunity interrupt after your attack has been resolved.
Class, Damage Bonus, Initiative
Prerequisites: any martial class
Benefit: The first enemy you damage during the first round of an encounter takes 1d6 extra damage if it has not acted yet.
This damage increases to 2d6 at 11th, and 3d6 at 21st level.
Attack Bonus, Background, Racial
Prerequisites: Elf race, elven accuracy racial power, Aerenal background
Benefit: You can use your elven accuracy to reroll attack rolls of a single close or area Weapon attack power against every target you choose while wielding the scimitar, double scimitar, falchion, shortbow, or spear.
Bloodline
Bloodied, Charge, Forgeborn Heritage, Mobility, Racial
Prerequisites: Dwarf race, Forgeborn heritage
Benefit: While you are bloodied, you gain a +1 bonus to speed. This increases to a +2 bonus when you charge.
Class, Forced Movement, Movement Hindrance
Prerequisites: Psion class, forceful push power
Benefit: When you use your forceful push, you also slow the target until the end of your next turn.
Class, Extra Attack, Fire, Racial
Prerequisites: Tiefling race, Invoker class, Divine Covenant feature
Benefit: When you use a divine encounter or daily attack power on your turn, instead of your normal covenant manifestation, you can allow one target of the power to make a basic attack as a free reaction.
If the target makes this attack, it takes fire damage equal to 5 + your Intelligence modifier after resolving the attack.
This fire damage increases to 10 + your Intelligence modifier at 11th level, and to 15 + your Intelligence modifier at 21st level.
Languages, Skill Enhancement
Benefit: You have studied the lore of old deities and the history of the Dawn War: you gain a +2 feat bonus to History and Religion checks, and you gain the Supernal language.
Class, Power Enhancement, Power Recovery, Racial
Prerequisites: Dragonborn race, Sorcerer class, Dragon Magic feature, dragon breath racial power
Benefit: You can consider your dragon breath racial power an arcane attack power, adding the Arcane keyword to it.
In addition, if your dragon breath deals damage of the same type as your Dragon Magic feature gives you resistance to, you gain the following benefit:
Whenever you take damage of the type dealt by your dragon breath (after the damage dealt is reduced by your resistance), you regain the use of your dragon breath if you have already expended it.
Damage Resistance, Power Enhancement, Racial
Prerequisites: Goliath race, stone's endurance racial power
Benefit: When your stone's endurance racial power ends, you gain resist 10 to all damage as an aftereffect until the end of your next turn.
Class, Combat Advantage, Power Enhancement, Racial, Support
Prerequisites: Wilden race, Shaman class, voyage of the ancients power
Benefit: When you use your voyage of the ancients power, the enemy you choose also grants combat advantage to each ally adjacent to your spirit companion until the end of your next turn.
Class, Forced Movement, Power Enhancement
Prerequisites: Invoker class
Benefit: When you hit only one target with an Invoker ranged encounter or daily attack, you can slide the target 1 square after the power has been resolved.
Class, Power Enhancement, Support, Temporary Hit Points
Prerequisites: Paladin class, lay on hands power
Benefit: When you use lay on hands, you can choose for the target to gain temporary hit points equal to the number of hit points it would have regained.
Attack Bonus, Bloodied, Racial
Prerequisites: Half-orc race
Benefit: The first time you are bloodied during an encounter, you gain a +2 bonus to attack rolls until the end of your next turn.
Class, Dying, Saving Throws
Prerequisites: Barbarian class
Benefit: You gain a bonus to death saving throws equal to 1 + the number of Rage powers you have expended since your last extended rest.
Skill Enhancement
Prerequisites: trained in Nature
Benefit: You gain a +2 feat bonus to Nature checks.
Also, when you would make an Insight check against a natural beast, you can make a Nature check instead.
Critical, Damage Bonus, Racial, Size-based
Prerequisites: Goblin race
Benefit: You gain a +1 bonus to melee damage rolls against creatures larger than you.
This bonus increases to +2 at 11th level, and +3 at 21st level.
Also, when you score a critical hit against a creature larger than you, the creature takes 1d6 extra damage.
This extra damage increases to 2d6 at 21st level.
Class, Movement Hindrance, Racial, Size-based
Prerequisites: Small or smaller size, Rogue class, Sneak Attack feature
Benefit: When you hit a target that is at least two sizes larger than you (Large, if you are small) and would deal Sneak Attack damage against that target, you can forgo rolling two of your Sneak Attack dice.
If you do so, you cause the target to be slowed until the end of your next turn.
Using this option count as using Sneak Attack for the turn, even if you end up not rolling any Sneak Attack damage.
Basic Attack, Bloodied, Class, Reach, Shapechange, Skill Enhancement
Prerequisites: Druid class, wild shape class power
Benefit: You gain a +2 feat bonus to Athletics checks.
Additionally, when you are in beast form and you are bloodied, you gain +1 reach with melee basic attacks.
Background, Mobility, Racial
Prerequisites: Elf race or Half-elf race
Benefit: You gain a swim speed of 5.
In addition, you gain the Aquatic keyword. In aquatic combat, you gain a +2 bonus to attack rolls against non-aquatic creatures.
Bloodied Enemy, Class, Damage Bonus, Triggered
Prerequisites: Avenger class, Oath of Enmity feature
Benefit: You deal +2 damage against bloodied targets.
Additionally, whenever an ally bloodies or reduces your oath target to 0 hit points, you may act as though you had bloodied or reduced the target to 0 hit points, as appropriate.
Class, Power Enhancement
Prerequisites: any arcane class
Benefit: Choose one arcane power that you know, and choose acid, cold, fire, lightning, or thunder.
The chosen power now deals the chosen damage type in addition to its normal damage type and gains that keyword.
Each time you gain a level, you can choose to reassign either the power to which this feat's effect applies or the additional damage type applied (or both).
Special: You can take this feat more than once. Each time you select this feat, choose a different power. You can't apply this feat to the same power more than once.
Multiclass
Marking, Mark Punishment, Multiclass Swordmage, Power Repertoire
Prerequisites: Any Swordmage multiclass feat, Swordmage paragon multiclass
Benefit: Choose either Aegis of Assault, Aegis of Ensnarement, or Aegis of Shielding.
You gain the power associated with your choice, and count as having the feature for the purposes of Swordmage powers.
Also, you can use the arcane aegis class power as an encounter power.
Background, Mobility, Rituals, Skill Enhancement
Benefit: You gain a +2 bonus to Acrobatics checks made to balance, and to Athletics checks made to climb.
Also, you master the ritual make whole and can perform it without a ritual book.
Familiar
Class, Familiar
Prerequisites: any arcane class
Benefit: You gain a familiar.
For each Familiar feat you have beyond this one, your familiar gains a +1 bonus to all defenses.
Class, Cold, Fire
Prerequisites: Intelligence 13, any arcane class
Benefit: When you hit a target with an arcane Fire power, that target gains vulnerable 5 cold against the first arcane attack power you use against it before the end of your next turn.
This vulnerability increases to vulnerable 10 cold at 21st level.
Class, Critical, Power Enhancement
Prerequisites: Sorcerer class, Spell Source feature
Benefit: When you score a critical hit with a sorcerer power, you can change the damage dealt by the power to a damage type you have resistance or immunity to from your Spell Source class feature.
Class, Damage Bonus, Racial
Prerequisites: Half-orc race, any arcane class, furious assault racial power
Benefit: When you use your furious assault racial power to deal extra damage to the target of an area or close arcane power, you deal the extra damage to all targets you hit with the power, not just one.
Class, Proficiency Gain
Prerequisites: any arcane class
Benefit: Choose a type of implement that any arcane class is proficient in.
You gain proficiency in that kind of implement. If the implement is also a weapon, you do not gain proficiency in using it as a weapon.
Multiclass
Multiclass Wizard, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Intelligence 13
Benefit: You gain training in the Arcana skill.
Choose a 1st-level wizard at-will attack power. You can use that power as an encounter power.
In addition, you gain proficiency in Wizard implements.
Arcane Defiling
Arcane Defiling, Healing, Power Enhancement
Prerequisites: arcane defiling power
Benefit: When you use an arcane daily attack power with your arcane defiling, each target hit with the attack cannot regain hit points until the end of your next turn.
If you hit at least one target with the attack, you also regain hit points equal to half of your healing surge value.
Spellscar
Attack Bonus, Class, Damage Bonus, Spellscar
Prerequisites: any arcane class
Benefit: Whenever you make an arcane daily attack, choose one creature you hit with that attack.
You gain a +2 bonus to damage rolls against the chosen creature until the end of the encounter.
If you have the Student of the Plague feat, you also gain +1 attack bonus against that creature until the end of the encounter.
Action Point, Class, Power Recovery
Prerequisites: Wizard class
Benefit: You can spend an action point to regain the use of a wizard daily attack power you've already used today, instead of taking an extra action.
Familiar
Equipment, Familiar
Prerequisites: Arcane Familiar feat
Benefit: Your familiar can pick up and carry an unattended object weighing 5 pounds or less.
It can hold only one object at a time.
Multiclass
Damage Bonus, Multiclass Sorcerer, Skill Training
Prerequisites: Charisma 13
Benefit: You gain training in the Arcana skill.
Also, once per encounter as a free action, you gain a +2 bonus to your next damage roll.
This bonus increases to +3 at 11th level, and +4 at 21st level.
In addition, you gain proficiency in Sorcerer implements.
Class, Power Enhancement
Prerequisites: Dexterity 15, any arcane class
Benefit: When using an arcane close attack power, you can choose a square within 2 squares of your space as the origin square. In all other ways, the power is still a close attack.
Class, Racial, Summoning, Teleportation
Prerequisites: Eladrin race, any arcane class, fey step racial power
Benefit: On your turn, you can use your fey step as a free action with the following target and effect:
Target: Close burst 5 (one conjuration of 1 square or smaller, or one Medium or smaller creature summoned by you)
Effect: You teleport the target up to 5 squares.
Class, Damage Bonus, Racial
Prerequisites: Human race, any arcane class
Benefit: When all your arcane encounter attack powers are expended, you gain a +2 bonus to damage rolls with your arcane at-will attack powers until you regain the use of one or more of your arcane encounter attack powers.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Rituals
Prerequisites: any arcane class
Benefit: Choose one ritual that you know.
Change the key skill of that ritual to Arcana and you gain a +2 bonus to skill checks as part of that ritual.
Each time you learn a new ritual, you can change the ritual affected by this feat to the newly learned ritual.
Special: You can select this feat multiple times. Each time you select this feat, choose a different ritual.
Attack Bonus, Class
Prerequisites: Sorcerer class
Benefit: When you hit an enemy with a sorcerer at-will attack power, you gain a +1 bonus to attack rolls against that enemy until the end of your next turn.
Class, Skill Enhancement, Traps
Prerequisites: Artificer class, trained in Thievery
Benefit: You can use your Intelligence modifier instead of your Dexterity modifier when making Thievery checks to disable traps or open locks.
Also, you gain a +4 feat bonus to Arcana checks related to traps or hazards.
Class Combination, Damage Bonus, Healing Surge
Prerequisites: Vampire class and any arcane class
Benefit: Once per encounter, when you hit at least one enemy with an arcane encounter attack, you gain a healing surge.
Also, before rolling damage for an arcane encounter attack power, you can lose a healing surge to gain a bonus to the triggering power's damage roll equal to your Charisma modifier.
This bonus damage increases to 3 + your Charisma modifier at 11th level, and 6 + your Charisma modifier at 21st level.
Class, Support, Weapon Specialization
Prerequisites: Warlord class, Archer Warlord feature
Benefit: You and any ally within 5 squares of you ignore the penalty to ranged attack rolls at long range.
Class, Mark Punishment, Racial, Weapon Specialization
Prerequisites: Elf race, Elven Weapon Proficiency trait, Fighter class, enforce challenge class power
Benefit: You can trigger your enforce challenge class power against enemies adjacent to you and marked by you when you wield a Bow, even though you do not threaten an area.
When you do, you can make a ranged basic attack with the bow instead of a melee basic attack, and this attack does not provoke reactive strikes.
Class, Weapon Specialization
Prerequisites: Warden class
Benefit: When you use a spear as a thrown weapon, the target doessn't gain cover from its allies.
Class, Movement Hindrance, Power Enhancement, Racial
Prerequisites: Kalashtar race, Ardent class, ardent outrage class power
Benefit: When you use ardent outrage, each target treats squares adjacent to you as difficult terrain until the end of its next turn.
Class, Damage Bonus, Miss Mitigation, Weapon Specialization
Prerequisites: Fighter class, Dexterity 13, Arena Training feature
Benefit: Whenever you make melee or close Weapon attack with one of your arena weapons and deal no damage, the target of your attack takes damage equal to your Dexterity modifier.
Class, Damage Bonus, Second Wind, Weapon Specialization
Prerequisites: Fighter class, Arena Training feature
Benefit: When you use your second wind, you gain a bonus to damage rolls with your arena weapons until the end of your next turn. The bonus is equal to your Dexterity modifier.
The damage bonus increases to 2 + your Dexterity modifier at 11th level, and to 4 + your Dexterity modifier at 21st level.
Familiar
Combat Advantage, Familiar, Illumination, Support, Worship
Prerequisites: Arcane Familiar feat, 6th-level or higher utility power, must worship Sehanine
Benefit: You replace one utility power of 6th level or higher with the argent falcon feat power.
Feat
Utility 6
Argent Falcon
EncounterMinor Action
Your familiar briefly transforms into a silver falcon, and shines with pure moonlight
Divine
Personal
Effect:  Until the end of your next turn, your familiar sheds bright light in its space and each square within 3 squares of it. Enemies within the light grant combat advantage.
Armor, Skill Enhancement
Benefit: You ignore the check penalty to Strength- and Constitution-based skills for wearing armor with all armors you are proficient in.
Armor, Class, Skill Enhancement
Prerequisites: any martial class
Benefit: You ignore the check penalty to skills for wearing armor with all armors you are proficient in.
Armor, Skill Enhancement
Benefit: You ignore the check penalty to Dexterity-based skills for wearing armor with all armors you are proficient in.
Channel Divinity, Class, Fire, Power Enhancement
Prerequisites: Invoker class, Covenant of Wrath feature
Benefit: Your armor of wrath Channel Divnity power deals fire and radiant damage and gains the Fire keyword.
The target also takes a -1 penalty to saving throws until the end of your next turn.
Channel Divinity, Class, Cold, Condition Infliction, Power Enhancement, Undead-hunting, Worship
Prerequisites: Invoker class, Covenant of Wrath feature, must worship the Raven Queen
Benefit: Your armor of wrath Channel Divnity power gains additional benefits against undead:
► An undead target takes an additional 1d6 cold damage, and the power gains the Cold keyword when targeting undead.
This additional damage increases to 2d6 at 21st level.
► An undead bloodied by the attack is also immobilized until the end of its next turn.
Armor, Proficiency Gain
Prerequisites: Strength 13, Constitution 13; proficiency with leather armor or proficiency with hide armor
Benefit: You gain proficiency with chainmail armor.
Armor, Proficiency Gain
Prerequisites: Strength 13, Constitution 13, proficiency with leather armor
Benefit: You gain proficiency with hide armor.
Armor, Proficiency Gain
Benefit: You gain proficiency with leather armor.
Armor, Proficiency Gain
Prerequisites: Strength 15, Constitution 15, proficiency with scale armor
Benefit: You gain proficiency with plate armor.
Armor, Proficiency Gain
Prerequisites: Strength 13, Constitution 13, proficiency with chainmail armor
Benefit: You gain proficiency with scale armor.
Armor, Grapple, Shield
Prerequisites: proficiency with plate armor or proficiency with shield
Benefit: You've learned to use your armor and shield to injure any opponent foolish enough to grab you.
When wearing plate armor you are proficient with or wielding a shield you are proficient with, a creature takes damage equal to 2 + one-half your level when you escape that creature's grab or when that creature escapes your grab. A creature can take damage from this only once per turn.
A creature that swallows you or uses a similar ability takes this damage at the end of its turn as long as you remain swallowed or similarly held.
Armor, Defense, Mobility
Prerequisites: Strength 15, Dexterity 13, proficiency with chainmail armor
Benefit: You gain a +1 feat bonus to AC when wearing chainmail armor you are proficient in.
Also, you ignore the penalty to speed for wearing chainmail armor.
Armor, Defense, Damage Resistance
Prerequisites: Strength 15, Constitution 13, proficiency with hide armor
Benefit: You gain a +1 feat bonus to AC when wearing hide armor you are proficient in.
In addition, the first time you take damage, you reduce it by 5. After you've used your armor to reduce damage, you can do so again once you have settled it back in position as part of a rest.
This reduction increases to 6 at 16th level, 7 at 21st level, and 8 at 26th level.
Armor, Critical, Defense
Prerequisites: Strength 13, Dexterity 15, proficiency with leather armor
Benefit: You gain a +1 feat bonus to AC when wearing leather armor you are proficient in.
In addition, you are an expert at making your leather armor the difference between a light or grievous wound. Once per encounter when an attack against your AC would be a critical hit, you can spend a free interrupt to turn it into a normal hit instead.
Armor, Damage Resistance, Defense
Prerequisites: Strength 17, Constitution 15, proficiency with plate armor
Benefit: You gain a +1 feat bonus to AC when wearing plate armor you are proficient in.
In addition, the first time you take damage, you reduce it by 8. After you've used your armor to reduce damage, you can do so again once you have settled it back in position as part of a rest.
This reduction increases to 10 at 16th level, 12 at 21st level, and 14 at 26th level.
Armor, Critical, Defense
Prerequisites: Strength 13, Constitution 15, proficiency with scale armor
Benefit: You gain a +1 feat bonus to AC when wearing scale armor you are proficient in.
In addition, you are an expert at making your scale armor the difference between a light or grievous wound. Once per encounter when an attack against your AC would be a hit or a critical hit, you can spend a free interrupt to turn it from a hit to a miss or from a critical hit to a normal hit instead.
Channel Divinity, Class, Temporary Hit Points
Prerequisites: any divine class, Channel Divinity feature
Benefit: When you use a Channel Divinity power, you gain temporary hit points equal to 3 + your Wisdom modifier.
These temporary hit points increase to 6 + your Wisdom modifier at 21st level.
Armor, Class, Damage Resistance
Prerequisites: Sorcerer class, Spell Source feature, proficiency with leather armor
Benefit: When you are wearing leather armor you are proficient in, any resistance you have gained through your Spell Source feature increases by 2.
This benefit increases to 3 at 11th level, and to 5 at 21st level.
Armor, Class, Healing Surge, Proficiency Gain
Prerequisites: Warlord class, Battlefront Leader feature
Benefit: You gain one Armor Proficiency feat of your choice without having to meet the ability score prerequisites.
In addition, your number of healing surges increases by 1.
Armor, Defense, Mobility, Proficiency Gain, Racial, Size-based
Prerequisites: Gnome race
Benefit: You gain proficiency in chainmail armor and scale armor.
If you already had proficiency with one or both, you instead ignore the penalty to speed for wearing chainmail or scale armor you are proficient in.
In addition, you gain a +1 bonus to AC against attacks from Large or larger enemies.
Class, Combat Advantage, Mobility
Prerequisites: Charisma 17, Rogue class, Artful Dodger feature
Benefit: When you are missed by a reactive strike, you gain combat advantage against the attacker until the end of your next turn.
Damage Resistance, Racial
Prerequisites: Living Construct trait
Benefit: You gain resist poison equal to 5 + one-half your level.
Power Recovery, Racial
Prerequisites: Deva race, memory of a thousand lifetimes racial power
Benefit: When you use your memory of a thousand lifetime and the triggering roll still fails, you regain the use of memory of a thousand lifetimes at the start of your next turn.
Healing, Power Repertoire, Racial
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: Replace one of your Nature's Aspect options with the aspect of the cultivator.
You can use the balm of the cultivator power while you are in this aspect.
If you have the Improved Aspect of Nature feat, the target regains 3 additional hit points. This increases to 6 additional hit points at 21st level.
Feat
Utility
Balm of the Cultivator
EncounterImmediate Reaction
Your enemy's attack releases healing energy within you, which you use to aid your friend
Healing
Trigger:  An enemy damages you with an attack
Target:  Close burst 5  (one ally in the burst)
Effect:  The target can spend a healing surge to regain hit points equal to his or her healing surge value.
Damage Bonus, Damage Resistance, Power Repertoire, Racial, Triggered
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: Replace one of your Nature's Aspect options with the aspect of the elements.
You can use the fury of the elements power while you are in this aspect.
If you have the Improved Aspect of Nature feat, you roll d10s for the additional damage instead.
Feat
Utility
Fury of the Elements
EncounterImmediate Interrupt
You channel elemental power used against you and unleash its fury against your foes
Varies
Trigger:  You take cold, fire, lightning, or thunder damage
Personal
Effect:  You take half damage from the triggering attack, and this power has the keyword or keywords for the triggering attack's damage type or types.
Your first attack before the end of your next turn deals 1d6 extra damage of the type or types dealt by the triggering attack.
Level 21:  2d6 extra damage.
Class Combination, Power Enhancement, Mark Punishment, Proficiency Gain
Prerequisites: Assassin class, Paladin class, assassin's shroud class power
Benefit: You gain proficiency in holy symbol implements.
In addition, whenever a creature takes damage from your divine sanction, that creature takes 1 extra damage for each of your shrouds on it.
This extra damage increases to 2 per shroud at 11th level, and to 3 per shroud at 21st level.
Class, Stealth
Prerequisites: Assassin class
Benefit: Whenever you become invisible, you can make Stealth check to hide as a free reaction.
Class, Damage Resistance, Triggered
Prerequisites: Assassin class, shade form class power
Benefit: You can use your shade form power as an immediate interrupt with the following trigger:
Trigger: You take damage
Class, Healing, Miss Mitigation
Prerequisites: Cleric class
Benefit: When you miss with a divine attack power with the Healing keyword, and that power does nothing on a miss, you or one ally within 5 squares of you regains regains hit points equal to your Charisma modifier.
The hit points regained increase to 5 + your Charisma modifier at 21st level.
Class, Damage Resistance, Power Enhancement, Racial, Radiant, Saving Throws
Prerequisites: Deva race, Artificer class, shielding elixir class power
Benefit: When you use shielding elixir, the target gains radiant resistance in addition to the resistance the power normally grants. The radiant resistance is equal to the resistance normally granted and has the same duration.
Also, when making a saving throw, the target can end the shielding elixir's effect as a free interrupt to add 1d6 to the saving throw result instead of gaining the normal benefit for ending the effect.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Deva race, Avenger class, memory of a thousand lifetimes racial power, swear enmity power
Benefit: If you use your memory of a thousand lifetimes racial power to increase an attack roll against your oath target, you deal extra damage equal to the bonus gained from the racial power.
This extra damage increases to twice the bonus to attack at 11th level, and to three times the bonus to attack at 21st level.
Damage Bonus, Fire, Radiant
Prerequisites: Dexterity 13, Charisma 13
Benefit: You gain a +1 bonus to damage with powers that have the Fire or Radiant keyword.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Bloodline
Astral Heritage, Defense, Power Repertoire, Skill Enhancement
Prerequisites: Living humanoid race
Benefit: You gain the astral splendor utility power.
Also, you gain a +2 bonus to Perception checks and Insight checks against angels, devas, devils, and rakshasas.
Feat
Utility
Astral Splendor
DailyMinor Action
You take on an imperious aspect, and silvery light -that of your astral soul- shines from your eyes, mouth, and heart
Divine, Stance
Requirement:  You must not be bloodied.
Personal
Effect:  You enter the Astral Splendor stance.
While you remain in the stance, enemies take a -2 penalty to attack rolls made against you.
Also, you shed bright light within 6 squares, and dim light within a further 3 squares.
Special:  This stance immediately ends if you become bloodied.
Bloodied Enemy, Channel Divinity, Class, Defense, Power Enhancement, Racial, Support
Prerequisites: Deva race, Invoker class, Covenant of Preservation feature
Benefit: When you use your preserver's rebuke Channel Divinity power, each ally within 2 squares of you gains a +1 bonus to all defenses against attacks made by bloodied creatures. This bonus lasts until the end of the encounter.
Attack Bonus, Racial, Triggered
Prerequisites: Deva race, Astral Resistance trait
Benefit: Whenever your Astral Resistance racial trait reduces the damage you take from an enemy's attack, you gain a +2 bonus to the next attack roll you make before the end of your next turn.
Team
Skill Enhancement, Teamwork
Benefit: You gain a +2 feat bonus to Thievery checks.
This bonus increases by +1 for each member of your Team within 10 squares who is trained in Thievery or has this feat. The maximum total bonus from this feat is +5.
Power Enhancement, Racial
Prerequisites: Deva race, memory of a thousand lifetimes racial power
Benefit: When you use your memory of a thousand lifetimes racial power, you add 1d8 to the triggering roll instead of 1d6.
Class, Healing Surge, Skill Enhancement
Prerequisites: any psionic class, trained in Arcana
Benefit: Your number of healing surges increases by 1.
While you are not bloodied, when you would make an Endurance check, you can make an Arcana check instead.
Charge, Class, Forced Movement, Racial
Prerequisites: Goliath race, any martial class
Benefit: When you hit with a charge attack, you can also push the target of the charge 1 square. If the attack already pushes, increase the distance by 1 instead.
If you pushed the target of your charge attack, you can shift 1 square into any square the target just vacated.
Class, Miss Mitigation, Saving Throws, Worship
Prerequisites: any divine class, must worship Avandra
Benefit: When you roll a natural 1 on an attack roll or saving throw, you gain a +2 bonus to your next roll of the same type you make before the end of your next turn.
Class, Saving Throws, Support
Prerequisites: Invoker class, Divine Covenant feature, must worship Avandra
Benefit: When you use a divine encounter or daily attack power on your turn, you can allow an ally within 10 squares of you to make a saving throw instead of using your covenant manifestation.
Class, Combat Advantage, Power Enhancement, Racial
Prerequisites: Halfling race, Rogue class, second chance racial power
Benefit: When you use your second chance racial power and the enemy's attack misses, you gain combat advantage for the next attack you make against that enemy before the end of your next turn.
Class, Healing Surge, Mobility, Racial
Prerequisites: Githzerai race, Avenger class
Benefit: Whenever you spend a healing surge, you can shift 1 square as a free reaction.
If you have an oath target, this shift must take you closer to or into a soace adjacent to that target.
Class, Forced Movement, Power Enhancement
Prerequisites: Avenger class, Censure of Unity feature
Benefit: When you use your bond of censure power, add 2 to the number of squares you can pull the target.
Class, Kill Effect, Racial
Prerequisites: Human race, Avenger class, swear enmity class power
Benefit: The first time in an encounter when you reduce your oath target to 0 hit points or less, you gain an extra move action that you must be used before the end of your next turn.
Class, Damage Bonus
Prerequisites: Avenger class, swear enmity class power
Benefit: When you attack your oath target with a Weapon attack, treat all rolls of 1 or 2 on the damage dice as though the result were a 3 on the die.
If your weapon's damage is 1d4 or 2d4, treat rolls of 1 as though the result were a 2 on the die instead.
Action Point, Class, Racial, Triggered
Prerequisites: Human race; Fighter class or Warlord class
Benefit: When an ally of your level or higher is reduced to 0 hit points or fewer, you gain an action point that must be used before the end of your next turn or it is lost.
You must see or hear the ally when he or she is reduced to 0 hit points or fewer to gain this feat's benefits.
Class, Teamwork, Temporary Hit Points
Prerequisites: Avenger class, Censure of Unity feature, swear enmity class power
Benefit: When an ally hits your oath target, you gain temporary hit points equal to 3 + 3 per ally adjacent to the that target.
These temporary hit points increase to 4 + 4 per ally adjacent at 21st level.
Class, Miss Mitigation, Racial
Prerequisites: Tiefling race, Assassin class, assassin's shroud class power, infernal wrath racial power
Benefit: Once per encounter, when you miss a target that has your shrouds on it, you can use your infernal wrath racial power against it.
This does not expend infernal wrath and can be done even if it is expended.
Attack Bonus, Bloodied, Critical, Dragon-hunting, Racial, Temporary Hit Points
Prerequisites: Dragonborn race
Benefit: You gain a +1 bonus to attack rolls against dragons.
This bonus increases to +2 when you are bloodied.
In addition, when you score a critical hit against a dragon with a melee or close attack, you gain temporary hit points equal to the dragon's level.
Racial, Power Repertoire
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: When you complete a short rest, you can exchange your current aspect of nature for another one.
Class, Worship
Prerequisites: Invoker class
Benefit: The god fragment within you awakens to strengthen your connection to your divine patron and improve the flow of energy into your being.
Choose a god fragment that corresponds with the deity you serve. The fragment grants you a constant benefit as well as a divine manifestation that you can use once per encounter to enhance a divine encounter attack or daily attack. The fragment also describes personality quirks that might manifest.
Multiclass
Multiclass Ardent, Multiclass Battlemind, Multiclass Psion, Psionics
Prerequisites: Intelligence 15, trained in Arcana
Benefit: You gain the Psionic Augmentation class feature and 1 power point.
You can spend this power point to augment powers, feats, or magic items that are Augmentable. Once you spend this power point, you do not regain it until you take an extended rest.
You also qualify for feats that require the Psionic Augmentation class feature.
You gain an additional power point at 21st level.
Special: When you take this feat, choose Ardent, Battlemind, or Psion. This feat counts as a multiclass feat for that class.
Damage Bonus, Weapon Specialization
Benefit: When you make a Weapon attack with an axe, you can reroll one [W] of damage, or 2[W] for a daily attack. You must use the second result.
The number of [W] you can reroll increases to 3[W] for a daily attack at 11th level, and to 2[W] for all attacks and 5[W] for a daily attacks at 21st level.
Critical, Weapon Specialization
Prerequisites: Strength 21, Constitution 17
Benefit: When you make a Weapon attack with an Axe, you can score a critical hit on a natural roll of 19 or 20.
Damage Bonus, Miss Mitigation, Power Enhancement
Prerequisites: power strike attack power
Benefit: When you miss a target with a Weapon attack using an Axe you have proficiency with and would deal no damage to it, you can expend your power strike class power.
If you do, instead of the power's normal effects, you deal damage equal to your Strength modifier + your weapon's enhancement bonus. For each +[W] past the first the power would normally deal, this damage increases by +2.
Bloodied, Healing, Luck, Racial
Prerequisites: Tiefling race
Benefit: When you first become bloodied in an encounter, you can roll a saving throw with a bonus equal to the number of enemies adjacent to you.
If you succeed, you can spend a healing surge to regain hit points equal to your healing surge value. If you fail, you lose a healing surge.
Attack Bonus, Damage Bonus, Defense
Benefit: Whenever you are adjacent to blocking terrain, you gain a +1 bonus to melee attack rolls and AC, and a +2 bonus to melee damage rolls.
Class, Power Enhancement
Prerequisites: backstab attack power
Benefit: When you use backstab on an attack using a staff, on a hit the target is also dazed until the end of your next turn.
Class, Damage Bonus
Prerequisites: Rogue class, Sneak Attack feature
Benefit: The extra damage dice from your Sneak Attack class feature increase from d6 to d8.
Class, Damage Resistance, Racial
Prerequisites: Tiefling race, Warlock class, Infernal Pact feature
Benefit: Your racial fire resistance increases to 5 + your level.
Attack Penalty, Class, Power Enhancement
Prerequisites: Invoker class, Covenant of Malediction feature
Benefit: Whenever you use a divine encounter or daily attack power on your turn, each target hit by the power takes a -2 penalty to attack rolls against you until the start of your next turn.
Pact
Background, Class, Damage Bonus, Defense, Power Enhancement, Triggered, Support
Prerequisites: Warlock class, Sorcerer-King Pact feature, Warlock's Curse feature, Balican Praetor feat
Benefit: Whenever an enemy under your curse drops to 0 hit points, you gain the following benefit in addition to regaining your Fell Might:
► The first time an ally you can see hits an enemy with a damaging attack before the start of your next turn, you place your curse on that enemy without spending an action. If the target is already under your curse, the ally's attack instead deals extra damage equal to 3 + your Intelligence modifier to that enemy.
This extra damage increases to 5 + your Intelligence modifier at 11th level, and to 7 + your Intelligence modifier at 21st level.
You can enhance powers associated with this feat with your Fell Might. When you hit an enemy with such a power, each ally adjacent to the target can either shift 1 square as a free reaction or gain a +2 power bonus to all defenses until the start of your next turn.
Associated Powers: fortune binding (lvl 3), hero's arrow (lvl 7), skirmisher's volley (lvl 13), life force reclaimed (lvl 17), awaken the dragon (lvl 23), shattering of the sword (lvl 27)
Pact
Background, Class, Damage Bonus, Power Enhancement, Skill Enhancement, Teamwork
Prerequisites: Warlock class, Sorcerer-King Pact feature
Benefit: You gain a +2 feat bonus to Diplomacy checks.
When you enhance your hand of blight attack power with your Fell Might, you can choose to make the target vulnerable to damage instead of dealing the additional damage from enhancing normally. The target gains vulnerable all equal to your Intelligence modifier until the start of your next turn.
Each time the target takes damage while it has this vulnerability, reduce the vulnerability by 1 (to a minimum of 0).
Class, Critical, Implement Specialization
Prerequisites: Constitution 15, Intelligence 15, Charisma 23, Bard class
Benefit: When you wield a bard implement while using an arcane power, you can score a critical hit on a natural roll of 19 or 20.
Class, Skill Enhancement
Prerequisites: Bard class
Benefit: You gain a +3 feat bonus to all untrained skill checks.
Multiclass
Healing, Multiclass Bard, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Charisma 13
Benefit: You gain training in one skill from the bard's class skill list.
You can use the Bard's majestic word as a daily power once per day.
In addition, you gain proficiency in bard implements.
Class, Skill Enhancement
Prerequisites: Bard class
Benefit: You gain a +2 feat bonus to Arcana, Dungeoneering, History, Nature, Religion, and Streetwise checks.
Multiclass
Multiclass Bard, Proficiency Gain, Rituals, Skill Training
Prerequisites: Intelligence 13, Charisma 13
Benefit: You gain training in the Arcana skill.
Also, you gain the Bard class feature Bardic Training.
In addition, you gain proficiency in bard implements.
Class, Teleport, Teleportation
Prerequisites: Bard class
Benefit: Once per turn when you teleport an ally with a power, you can also teleport 1 square as a free reaction.
If you have the majestic word class power, you can teleport the target 1 square instead of sliding it.
Forced Movement, Shield
Prerequisites: proficiency with heavy shield
Benefit: When you are wielding a heavy shield and push or slide a target with a melee attack, you can move that target 1 additional square.
Multiclass
Attack Bonus, Multiclass Fighter, Reactive Strikes
Prerequisites: any Fighter multiclass feat, Fighter paragon multiclass
Benefit: You gain the Fighter feature Combat Superiority.
Multiclass
Extra Attack, Multiclass Fighter, Skill Training, Triggered
Prerequisites: Strength 13, Wisdom 13
Benefit: You gain training in one skill from the fighter's class skill list.
Once per encounter, when an enemy that is adjacent to you shifts or makes an attack that does not include you as a target, you can make a melee basic attack against that enemy as an immediate interrupt.
Multiclass
Damage Bonus, Multiclass Barbarian, Skill Training
Prerequisites: Strength 13
Benefit: You gain training in one skill from the barbarian's class skill list.
You also gain the Savage Rage class feature, but can only enter a Rage once per day.
Class, Damage Bonus, Mobility, Power Enhancement, Teamwork
Prerequisites: Bard class, majestic word class power
Benefit: When you use majestic word, you can slide the target 1 extra square.
The target also gains a +2 bonus to the next damage roll he or she makes before the end of her next turn.
This damage bonus increases to +3 at 11th level, and to +4 at 21st level.
Defense
Benefit: You gain a +4 bonus to AC against reactive strikes when using a ranged or an area power.
Class, Proficiency Gain, Shield
Prerequisites: Strength 15, Cleric class
Benefit: You gain proficiency with light shields, and with one military weapon of your choice.
If you already have proficiency with light shields, you instead gain proficiency with heavy shields.
Fear, Initiate, Saving Throws
Benefit: You gain a +5 feat bonus to saving throws against Fear effects.
In addition, you gain a +2 feat bonus to Initiative checks.
Class, Healing, Triggered
Prerequisites: Cleric class, healing word class power
Benefit: When you use your healing word power, you regain hit points equal to your Strength modifier after the power has been resolved.
This increases to 3 + Strength modifier at 11th level, and to 6 + Strength modifier at 21st level.
Multiclass
Initiative, Multiclass Warlord, Support
Prerequisites: any Warlord multiclass feat, Warlord paragon multiclass
Benefit: You gain the Warlord feature Combat Leader.
Initiative, Racial
Prerequisites: Deva race
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier to determine your Initiative bonus.
In addition, you gain a +2 feat bonus to Initiative checks.
Class, Damage Bonus, Force, Psionics, Psychic
Prerequisites: Psion class, Psionic Augmentation feature
Benefit: You gain a +3 feat bonus to damage rolls with Psion powers that have the Force or Psychic keyword. This bonus increases to +4 while you have no power points remaining.
These bonuses increase to +4 and +6 at 21st level.
Attack Bonus, Class, Forced Movement
Prerequisites: Bard class
Benefit: When using a weapon you are proficient with or a bard implement, you gain the following benefits with Bard powers:
► +1 bonus to attack rolls with powers that deal no damage.
► +1 to the number of squares that you can pull, push, or slide creatures.
Mounted Combat, Power Repertoire
Benefit: You gain the battle trample power.
Feat
Utility
Battle Trample
EncounterMinor Action
You incite your mount to stamp, read, and kick unpredictably, with any foe that remains too close taking damage and being driven back
Mounted
Target:  Melee 1  (a mount you are riding and that has a trample power)
Effect:  Until the start of your next turn, any enemy that ends its turn adjacent to the target takes 3 damage, and is pushed 1 square from the target. The effect ends if you are no longer riding the target.
Mount Level 11:  6 damage.
Mount Level 21:  9 damage, and pushed 2 squares.
Bloodied, Class, Power Enhancement
Prerequisites: Constitution 13, Wisdom 13, any martial class
Benefit: While you are bloodied, you gain the following benefits with Martial at-will attacks:
► If the attack grants temporary hit points and you currently have none, you gain a +1 bonus to the attack roll.
► If the attack allows you to move, you gain resist all equal to your Constitution modifier against any reactive strikes triggered.
► If you hit, the target gains vulnerable all equal to your Wisdom modifier against the first reactive strike that hits it before the start of your next turn.
Class, Marking, Racial
Prerequisites: Kalashtar race, Battlemind class, Speed of Thought feature
Benefit: When you use Speed of Thought, each enemy that is adjacent to you at the end of the move is marked until the end of its next turn.
Class, Defense, Power Enhancement
Prerequisites: Battlemind class, blurred step class power
Benefit: When you use your blurred step power, you gain a +2 power bonus to all defenses until the start of your next turn.
Initiative
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when you make an Initiative check.
Class, Perception, Shapechange, Skill Enhancement
Prerequisites: Druid class, wild shape class power
Benefit: You gain a +2 feat bonus to Perception checks. This increases to a +4 feat bonus when you are in beast form.
In addition, when you are in beast form, you gain low-light vision. If you already have low-light vision, you gain darkvision instead.
Animal Companion, Class, Skill Enhancement
Prerequisites: Ranger class, Beast Mastery feature
Benefit: Your beast companion gains a +2 feat bonus to any skill in which you are trained.
Animal Companion, Class, Teamwork, Triggered
Prerequisites: Ranger class, Beast Mastery feature
Benefit: If an enemy makes a melee attack against your beast companion, doing so provokes a reactive strike from you.
If you are adjacent to your beast companion, you can make the attack even if the triggering enemy is not within your reach (you attack the enemy's reaching limb, for instance).
Animal Companion, Class, Mounted Combat
Prerequisites: Ranger class, Beast Mastery feature
Benefit: If your beast companion is your size or larger, and at least Medium size, you can ride it as a mount. This is an exception to the rule that mounts must be no smaller than Large.
You can mount or dismount your beast companion as a move action.
Animal Companion, Class, Skill Training
Prerequisites: Ranger class, Beast Mastery feature
Benefit: Your beast companion gains training in a skill of your choice.
If you change beast companions, you can also change the skill that this feat grants to your beast companion.
Special: You can take this feat more than once. Each time you select this feat, your beast companion gains training in another skill.
Attack Bonus, Bloodied, Damage Bonus, Racial
Prerequisites: Minotaur race
Benefit: While bloodied, you gain a +1 bonus to attack and damage rolls.
Damage Resistance, Physical Change, Power Enhancement, Racial
Prerequisites: Shifter race; longtooth shifting racial power or razorclaw shifting racial power
Benefit: While you are under the effect of your shifter racial power, you gain resist 2 to all damage.
This increases to resist 4 at 21st level.
Class, Healing, Power Enhancement
Prerequisites: Cleric class, trained in Heal
Benefit: When you use a divine Healing power, add your Charisma modifier to the hit points the recipient regains.
Disguise, Languages, Racial, Shapechange, Skill Enhancement
Prerequisites: Changeling race, changeling disguise racial power
Benefit: When you select this feat, you must choose one race that you can imitate with your changeling disguise racial power.
You learn one language known by the race you chose. If the race can choose any language, so can you.
Also, you gain a +2 racial bonus to one skill to which the chosen race gains a bonus to. If the race does not gain a bonus to any skill but gains training in a skill, you gain the bonus to that skill. If the chosen race can choose a skill to be trained in, you can choose a skill to gain the bonus to from the same choices.
Additionally, when using your changeling disguise racial power to imitate your chosen race, you gain an additional +5 bonus to avoid detection.
Class, Combat Advantage, Power Enhancement, Racial
Prerequisites: Changeling race, Psion class, Telepathy Focus feature, changeling trick racial power, send thoughts class power
Benefit: You can expend your send thoughts as a free action to enhance your changeling trick.
When enhanced, it gains the Psionic keyword and its range changes to Ranged 20.
Class, Luck, Skill Enhancement
Prerequisites: Sorcerer class, Wild Magic feature
Benefit: Before making an untrained skill check, choose even numbers or odd numbers.
If the result of the d20 roll for that skill check matches the kind of number selected, you gain a feat bonus to that skill check equal to one-half your Charisma modifier.
Attack Penalty, Power Enhancement
Benefit: Whenever you hit an enemy with a Charm power, that enemy takes a -2 penalty to attack rolls against you until the end of its next turn.
Class, Forced Movement, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: Whenever you daze or stun and enemy using a psionic power, you can spend 1 power point slide that enemy 1 square.
This forced movement increases to 2 squares at 11th level. Starting at 21st level, you can automatically slide an enemy 1 square when you daze or stun that enemy, and can spend 1 power point to increase the forced movement to 3 squares.
Attack Bonus, Bloodied Enemy, Racial, Support
Prerequisites: Tiefling race, Bloodhunt trait
Benefit: When you hit a bloodied enemy, your allies gain a +1 bonus to attack rolls against that target until the start of your next turn or until the enemy is no longer bloodied, whichever comes first.
Combat Advantage, Size-based, Teamwork
Benefit: When you and an ally are adjacent to the same enemy that is larger than both of you, you gain combat advantage against that enemy.
Bloodline
Fear, Racial, Ruin Heritage, Skill Enhancement
Prerequisites: Tiefling race, Gaze of Ruin feat
Benefit: When you make an Intimidate check against a creature you can see, you can roll twice and take either result.
Damage Resistance, Racial, Saving Throws
Prerequisites: Shadar-kai race
Benefit: You gain resist 5 necrotic and a +4 feat bonus to saving throws against Necrotic effects.
The resistance increases to resist 10 at 11th level, and to 15 at 21st level.
Bloodied, Class, Temporary Hit Points, Triggered
Prerequisites: Barbarian class, Savage Rage feature
Benefit: When you enter Rage, you gain temporary hit points equal to one-half your healing surge value.
If you are bloodied when you enter Rage, you gain temporary hit points equal to your full healing surge value.
Action Point, Class, Triggered
Prerequisites: Warlock class, Pact Boon feature
Benefit: You can use your Pact Boon power with the following trigger in addition to its normal trigger:
Trigger: You spend an action point to gain an extra action and use an arcane daily power with that action
Class, Condition Infliction, Temporary Hit Points, Triggered
Prerequisites: Warlock class, Infernal Pact feature
Benefit: Each time an enemy fails a saving throw against an effect you imposed, you gain 5 temporary hit points.
These temporary hit points increase to 10 at 11th level, and to 15 at 21st level.
Animal Companion, Attack Bonus, Bloodied, Class, Dying, Extra Attack, Triggered
Prerequisites: Ranger class, Beast Mastery feature; boar companion or lizard companion
Benefit: Your beast companion gains a +1 bonus to attack rolls while bloodied.
In addition, if your beast companion is reduced to 0 hit points or less, it can make a melee basic attack as a free interrupt.
Animal Companion, Forced Movement, Teamwork
Prerequisites: Beast Mastery feature
Benefit: When you and your beast companion are adjacent to each other, you can either increase or decrease the distance of any forced movement movement against either you or your companion (but not both at once) by 2 squares.
Also, while adjacenet to your companion, you can stand from prone as a minor action.
Finally, when your beast companion is adjacent to you and would be knocked prone, you can attempt a saving throw to keep it standing.
Condition Infliction, Ongoing Damage, Teamwork
Benefit: While you are suffering ongoing damage that lacks a type, you can transfer the ongoing damage to one ally adjacent to you as a free action. You can do this only once per round.
When you transfer the ongoing damage, its damage increases by 5.
Class, Combat Advantage, Initiative
Prerequisites: Githzerai race, Assassin class, assassin's shroud class power
Benefit: When you target an enemy with your assassin's shroud power and that enemy has not yet acted in the encounter, the enemy grants combat advantage until the start of your next turn.
Class, Condition Infliction, Mark Punishment, Movement Hindrance
Prerequisites: Swordmage class, Aegis of Ensnarement feature
Benefit: When you use your aegis to teleport an enemy, that enemy is immobilized until the end of your next turn.
Multiclass
Multiclass Warlock, Power Repertoire, Proficiency Gain, Skill Training
Benefit: You gain training in one skill from the binder warlock's class skill list.
You also gain proficiency with rods and wands.
In addition, you choose one binder pact. You gain both the at-will attack and the utility power it grants at 1st level as encounter powers.
Rituals, Skill Enhancement
Prerequisites: Ritual Caster feat, magic circle ritual, one other binding ritual
Benefit: When interacting with creatures that have an origin other than natural, you can use Arcana or Religion in place of Diplomacy and Intimidate, and gain a +2 bonus to such checks.
Once per day, you can ignore the component cost of a binding ritual of your level or lower that you cast.
Class, Condition Infliction, Forced Movement, Two-weapon Fighting, Weapon Specialization
Prerequisites: Dexterity 13, Two-Weapon Offense feat, any martial class
Benefit: While you are wielding both a flail and a spear, you gain the following benefits with martial at-will attacks:
► If you hit a different creature with each weapon, you immobilize the one you hit with your flail. This lasts until the end of your next turn, or until you no longer threaten the creature with your flail, which ever comes first.
► If you hit the same creature with both weapons, you can slide the target 1 square.
Channel Divinity, Class, Condition Infliction, Power Enhancement
Prerequisites: Invoker class, armor of wrath Channel Divinity power
Benefit: When you use your armor of wrath Channel Divinity power, you can immobilize the target untile the end of your next turn instead of dealing damage to it.
Class, Condition Infliction, Mark Punishment
Prerequisites: Paladin class, Divine Sanction feature
Benefit: Whenever a target takes damage from your Divine Sanction, it is also slowed until the end of its next turn.
Class, Cold, Defense Penalty, Worship
Prerequisites: any arcane class or any divine class that must worship the Raven Queen
Benefit: When you hit a creature with a Cold power from any class that allows you to qualify for this feat, that creature takes a -2 penalty to Fortitude defense until the end of your next turn.
Attack Penalty, Channel Divinity, Class, Condition Infliction, Forced Movement, Power Enhancement
Prerequisites: Invoker class, Divine Covenant feature, rebuke undead Channel Divinity power
Benefit: Your rebuke undead Channel Divinity power is modified based on your Divine Covenant:
Covenant of Malediction: A creature hit by your rebuke undead takes a -2 penalty to all attack rolls until the end of your next turn.
Covenant of Preservation: A creature hit by your rebuke undead is slowed until the end of your next turn.
Covenant of Wrath: A creature hit by your rebuke undead is pushed a number of squares equal to 2 + your Consitution modifier instead of only 2 squares.
Accuracy Enhancement, Class, Critical, Weapon Specialization
Prerequisites: Fighter class, Black Hood Student feat
Benefit: When you make a Weapon attack with a two-handed Axe that you have proficiency with, you gain the following two benefits:
► If you score a critical hit, each enemy adjacent to you takes damage equal to your Strength modifier + your weapon's enhancement bonus.
This damage increases to 2 + your Strength modifier + your weapon's enhancement bonus at 11th level, and to 4 + your Strength modifier + your weapon's enhancement bonus at 21st level.
► If the attack is against Reflex, you can choose to make it against Fortitude instead. You must make this decision before making the attack roll.
Class, Critical, Kill Effect, Weapon Specialization
Prerequisites: Warlord class, Black Hood Student feat
Benefit: When you make a Weapon attack with a two-handed Axe that you have proficiency with, you gain the following two benefits:
► If you score a critical hit, each enemy adjacent to you takes damage equal to your Strength modifier + your weapon's enhancement bonus.
This damage increases to 2 + your Strength modifier + your weapon's enhancement bonus at 11th level, and to 4 + your Strength modifier + your weapon's enhancement bonus at 21st level.
► If your attack kills an enemy, you can use tactician's command once as a minor action before the end of your next turn.
Bloodied Enemy, Class, Critical, Mobility, Weapon Specialization
Prerequisites: Ranger class, Black Hood Student feat
Benefit: When you make a Weapon attack with a two-handed Axe that you have proficiency with, you gain the following two benefits:
► If you score a critical hit, each enemy adjacent to you takes damage equal to your Strength modifier + your weapon's enhancement bonus.
This damage increases to 2 + your Strength modifier + your weapon's enhancement bonus at 11th level, and to 4 + your Strength modifier + your weapon's enhancement bonus at 21st level.
► You gain a +1 bonus to any move or shift from the attack, but must end the move adjacent to a bloodied enemy.
Class, Damage Bonus, Skill Enhancement, Weapon Specialization
Prerequisites: Fighter class, Ranger class or Warlord class; proficiency with any two-handed Axe
Benefit: You gain a +2 feat bonus to Intimidate checks.
When you make a coup de grace with a two-handed Axe that you have proficiency with, you deal an additional +1[W] damage.
This additional damage increases to +2[W] at 21st level.
In addition, when you make an at-will Weapon attack with a two-handed Axe that you have proficiency with, you gain a +1 bonus to damage if the target is slowed or prone, or a +2 bonus to damage if the target is helpless or immobilized.
The bonus against a slowed or prone target increases to +2 at 21st level. The bonus against an helpless or immobilized target increases to +4 at 11th level, and to +6 at 21st level.
Class, Damage Resistance, Worship
Prerequisites: Avenger class, Oath of Enmity feature, must worship the Raven Queen
Benefit: While wearing cloth armor or no armor and not using a shield, you gain resist 5 cold and resist 5 necrotic against attacks from your oath target.
These resistances increase to resist 10 at 21st level.
If you already have permanent resist cold or resist necrotic, your resistance instead increases by 5.
Bloodline, Familiar
Class, Familiar, Power Enhancement, Vistani Heritage
Prerequisites: any arcane class, cat familiar, Vistani Heritage feat
Benefit: Your evil eye of the Vistani bloodline power can originate from your active cat familiar.
Using evil eye of the Vistani in this way does not provoke reactive strikes.
Class, Saving Throw Penalty, Weapon Specialization
Prerequisites: Sorcerer class, Sorcerous Blade Channeling feat
Benefit: When you use Sorcerous Blade Channeling to make a ranged Sorcerer attack as a melee attack, the target takes a -3 penalty to its first saving throw against the power.
This feat has no effect if the attack does not have a component that a save can end.
Multiclass
Defense, Multiclass Swordmage, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Intelligence 13
Benefit: You gain training in the Arcana skill.
Also, you gain the initiate's warding power. This power counts as the Swordmage Warding class feature for the purposes of qualifying for feats, etc.
In addition, you gain proficiency in swordmage implements.
Feat
Utility
Initiate's Warding
DailyMinor Action
You have studied the warding techniques of swordmages, but cannot reach the reliability expected of them
Arcane
Requirement:  You must be wielding a light blade or a heavy blade
Personal
Effect:  Until the end of the encounter, you gain a +1 bonus to AC, or a +3 bonus to AC if one hand is free.
You lose the bonus if you are no longer wielding a light blade or heavy blade, and regain it when you again wield one. The effect immediately ends if you fall unconscious.
Attack Bonus, Reactive Strikes, Weapon Specialization
Prerequisites: Strength 13, Dexterity 13
Benefit: You gain a +2 bonus to attack rolls for triggered attacks you make with a heavy blade or a light blade.
Class, Defense, Shield
Prerequisites: Rogue class, proficiency with light shields
Benefit: When you wield a light shield you are proficient with, you treat the bonus it grants as +2 instead of +1.
Multiclass
Attack Bonus, Multiclass Avenger, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Wisdom 15
Benefit: You gain training in one skill from the avenger's class skill list.
Also, you gain the initiate's oath class power. This counts as the Avenger's swear enmity class power and you count as having the Oath of Enmity class feature.
In addition, you gain proficiency with Avenger implements.
Avenger
Utility
Initiate's Oath
EncounterMinor Action
You focus your wrath on a single foe, giving an attack against it extraordinary accuracy
Divine
Using this power does not trigger reactive strikes
Target:  Ranged 10  (one enemy you can see in range)
Effect:  The target becomes your oath target until you hit the target or until the target drops to 0 hit points or fewer, whichever comes first.
Class, Necrotic, Racial
Prerequisites: Shadar-kai race; Avenger class or Swordmage class
Benefit: Your arcane powers (if you are a Swordmage) or divine power (if you are an Avenger) that deal cold damage gain the Necrotic keyword and deal cold and necrotic damage instead.
Racial, Unarmed Combat
Prerequisites: Bladeling race
Benefit: Your unarmed attacks deal 1d6 damage.
In addition, you gain a +2 proficiency bonus to attack rolls you make with unarmed attacks.
Damage Bonus, Racial, Unarmed Combat
Prerequisites: Bladeling race
Benefit: Your unarmed attacks gain the High Crit weapon property.
Class, Critical, Miss Mitigation
Prerequisites: Warlock class, Vestige Pact feature, eyes of the vestige attack power
Benefit: Whenever you score a critical hit with your eyes of the vestige power, the next Warlock encounter attack you use before the end of your next turn is not expended if you miss every target.
Class, Ongoing Damage, Power Enhancement, Saving Throw Penalty
Prerequisites: Rogue class, Sneak Attack feature
Benefit: Whenever you deal Sneak Attack damage with a Rogue daily attack power, the target also takes ongoing 5 damage (save ends).
If the attack already deals ongoing damage that has no type, instead increase that ongoing damage by 5.
At 21st level, enemies take a -2 penalty to saves against untyped ongoing damage from your attacks. This penalty does not apply there are other effects in addition to the ongoing damage.
Attack Bonus, Class, Ongoing Damage, Power Enhancement
Prerequisites: Ranger class, Hunter's Quarry feature
Benefit: Whenever you hit your quarry with a Ranger daily attack power, the target also takes ongoing 5 damage (save ends).
This ongoing damage increases to 10 at 21st level.
If the attack already deals ongoing damage that has no type, instead increase that ongoing damage by 5.
In addition, you gain a +1 bonus to attack rolls against your quarry if it is currently suffering from untyped ongoing damage from your attacks.
Class, Healing, Racial, Triggered
Prerequisites: Halfling race, any divine class, second chance racial power
Benefit: When you use your second chance racial power and the enemy misses with the triggering attack, you can spend a healing surge to regain a number of hit points equal to your healing surge value.
Bloodied, Class, Damage Bonus, Racial
Prerequisites: Shifter race, Paladin class; longtooth shifting racial power or razorclaw shifting racial power
Benefit: When you use your shifter racial power, you gain a bonus equal to your Wisdom modifier to melee damage rolls with divine powers until the end of your next turn.
This bonus increases to 2 + your Wisdom modifier at 11th level, and to 4 + your Wisdom modifier at 21st level.
Class, Damage Bonus, Mark Punishment, Racial
Prerequisites: Half-orc race, Paladin class, divine challenge class power
Benefit: You add one-half your Strength modifier (minimum +1) to the damage that the target of your divine challenge class power takes from your Divine Sanction.
Class, Healing, Racial, Support, Triggered, Worship
Prerequisites: Halfling race, any divine class, second chance racial power, must worship Avandra
Benefit: When you use your second chance racial power and the triggering attack misses, one ally within 5 squares of you can spend a healing surge to regain hit points equal to his or her healing surge value.
Class, Healing, Racial, Support, Triggered, Worship
Prerequisites: Elf race, any divine class, elven accuracy racial power, must worship Corellon
Benefit: When you use your elven accuracy racial power and the triggering attack roll hits, one ally within 5 squares of you can spend a healing surge to regain hit points equal to his or her healing surge value.
Condition Negation, Perception, Support
Prerequisites: Wisdom 15 or trained in Perception
Benefit: Creatures adjacent to you gain no benefit from concealment or total concealment against you, and invisible creatures adjacent to you are effectively visible to you.
Also, invisible or hidden enemies do not gain combat advantage against you.
In addition, you can use a minor action to precisely pinpoint an enemy that is adjacent to you and either has total concealment or is invisible. If you do, allies within 5 squares of you who can see and hear you treat the enemy as only having concealment until the start of your next turn or until the enemy is no longer adjacent to you.
Condition Negation, Perception, Skill Enhancement
Benefit: Invisible or hidden enemies do not gain combat advantage against you while within 5 squares of you.
Also, you do not take the normal -10 penalty to Perception checks while blinded.
In addition, you gain a +2 feat bonus to Perception checks.
Condition Negation, Perception
Benefit: You ignore concealment and total concealment on melee attacks.
Team
Bloodied, Class, Damage Bonus, Teamwork
Prerequisites: Barbarian class, Savage Rage feature
Benefit: While you are bloodied and raging, you gain a +1 bonus to damage rolls.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
In addition, you gain an additional +1 bonus for each member of your Team within 10 squares that is bloodied or raging. The maximum additional bonus is +5.
Bloodied, Bloodied Enemy, Class, Damage Bonus, Racial
Prerequisites: Shifter race, Assassin class, Assassin's Shroud feature; longtooth shifting racial power or razorclaw shifting racial power
Benefit: When you use your shifter racial power, choose one enemy that has at least one of your shrouds on it.
Your first hit against the target before the end of your next turn deals additional damage equal to your Dexterity modifier, or 3 + your Dexterity modifier if the target is bloodied.
This additional damage increases to 2 + your Dexterity modifier or 6 + your Dexterity modifier at 11th level, and to 4 + your Dexterity modifier or 9 + your Dexterity modifier at 21st level.
Class, Damage Bonus, Racial
Prerequisites: Intelligence 13, Tiefling race, Warlock class, Infernal Pact feature
Benefit: You gain a +1 bonus to damage rolls with gift of Avernus, hellish rebuke, and any Warlock power that has additional benefits for Infernal Pact.
The bonus damage increases to +2 at 11th level, and to +3 at 21st level.
Attack Bonus, Bloodied Enemy, Class, Racial
Prerequisites: Tiefling race, Bloodhunt trait, Ranger class, Hunter's Quarry feature
Benefit: The bonus to attack rolls from your Bloodhunt racial trait increases to +2 against your quarry.
Bloodied Enemy, Damage Bonus
Benefit: You gain a +2 bonus to melee damage rolls against bloodied enemies.
Defense, Dragon-hunting, Fear, Racial
Prerequisites: Dragonborn race, dragonfear racial power
Benefit: You gain a +2 bonus to all defenses against Fear attacks, or a +4 bonus if the attacker is a dragon.
Also, you reduce all forced movement against you from Fear effects by 1 square.
This reduction increases to 2 squares at 21st level.
Cold, Damage Bonus, Damage Resistance, Racial
Prerequisites: Tiefling race
Benefit: You gain resist cold equal to 5 + one-half your level.
Also, you gain a +3 feat bonus to damage rolls with Cold powers.
This bonus to damage rolls increases to +4 at 21st level.
Multiclass
Multiclass Ardent, Power Repertoire
Prerequisites: any Ardent multiclass feat
Benefit: Choose a power granted by the Ardent Mantle class feature. You can use that power as a daily power.
Class, Combat Advantage, Power Enhancement
Prerequisites: Seeker class, encaging spirits class power
Benefit: The targets of your encaging spirits power grant combat advantage to you until the end of your next turn.
Healing, Racial, Triggered
Prerequisites: Minotaur race, Ferocity trait
Benefit: When you hit with the attack granted by your Ferocity racial trait, you can attempt a saving throw. On a success, you can spend a healing surge to regain hit points equal to your healing surge value.
If your attack was a critical hit, you can instead automatically spend the healing surge.
Class, Combat Advantage, Condition Infliction, Forced Movement
Prerequisites: any martial class
Benefit: You gain the following benefits with melee martial at-wills:
► If you hit a target and have combat advantage for the attack, the target is slowed until the end of your next turn.
► If your attack would push, pull or slide the target, you can choose to instead make it slowed until the end of your next turn.
► If you hit a slowed target and your attack would push or pull the target, you can instead slide it.
► When you score a critical hit against a slowed target or hit a slowed target with an attack that slows, the target is immobilized until the end of your next turn.
Attack Penalty, Bloodied Enemy, Fear, Racial
Prerequisites: Tiefling race, Bloodhunt trait
Benefit: When you hit a bloodied foe, the target takes a -2 penalty to attack rolls against you until the end of your next turn.
Bloodied Enemy, Damage Bonus, Flanking, Racial, Teamwork
Prerequisites: Tiefling race, Bloodhunt trait
Benefit: When you flank a bloodied foe, you and allies you flank with gain a +2 bonus to damage rolls against that foe.
This damage bonus increases to +3 at 11th level, and to +4 at 21st level.
Bloodied Enemy, Class, Triggered
Prerequisites: Warlock class, Pact Boon feature, Warlock's Curse feature
Benefit: You can choose to gain your Pact Boon when an enemy under your curse is first bloodied. If you do so, your curse is removed from that enemy.
Attack Bonus, Bloodied, Class, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: While you are bloodied, you gain a +1 bonus to attack rolls with augmented at-will psionic attack powers.
Bloodied, Class, Mobility, Triggered
Prerequisites: Seeker class, Bloodbond feature
Benefit: When you are bloodied by an attack, you can shift 1 square as a free reaction.
This increases to 2 squares at 11th level.
Bloodied, Class, Damage Bonus, Triggered
Prerequisites: Ardent class, Mantle of Impulsiveness feature
Benefit: The first time you are bloodied during an encounter, your melee attacks deal 1d4 extra damage until the end of your next turn.
This extra damage increases to 2d4 at 11th level, and to 3d4 at 21st level.
Bloodied, Combat Advantage, Extra Attack, Racial, Triggered
Prerequisites: Minotaur race
Benefit: The first time you are bloodied during an encounter, you can make a melee basic attack as a free reaction.
If your attack hits, you gain combat advantage until the end of your next turn.
Bloodied, Mobility
Benefit: While you are bloodied, you gain a +1 bonus to speed.
Beginning at 11th level, while you are bloodied, you also gain a +1 bonus to any movement from a power that does not count your speed.
Bloodline
Attack Bonus, Attack Penalty, Bloodied, Bloodied Enemy, Fear, Foulborn Heritage
Prerequisites: Foulborn Heritage feat
Benefit: You gain a +1 bonus to attack rolls with Fear powers.
This increases to +2 while you are bloodied.
In addition, bloodied enemies adjacent to you take a -2 penalty to all attack rolls.
This increases to -4 while both you and the enemy are bloodied.
Bloodied, Class, Racial, Temporary Hit Points
Prerequisites: Constitution 13, Dragonborn race, Fighter class
Benefit: While you are bloodied, when you hit with a martial power that grants you temporary hit points, you gain an additional 3 temporary hit points.
These additional temporary hit points increase to 6 at 11th level, and to 10 at 21st level.
Team
Attack Bonus, Damage Bonus, Reactive Strikes, Teamwork
Benefit: You gain a +1 bonus to attack rolls and damage rolls when making triggered Weapon attacks.
The bonus to damage rolls increases to +2 at 11th level, and to +3 at 21st level.
Both bonuses increase by +1 for each member of your team within 10 squares that is either bloodied or has this feat, to a maximum increase of +5.
Bloodied, Combat Advantage, Luck, Power Enhancement, Racial, Support, Triggered
Prerequisites: Halfling race, second chance racial power
Benefit: If you are bloodied when you use your second chance racial power, you and your allies gain combat advantage against the triggering attacker until the start of its next turn.
Damage Bonus, Power Enhancement, Racial, Triggered
Prerequisites: Halfling race, second chance power
Benefit: If you are bloodied when you use your second chance racial power, you gain a +2 bonus to your first damage roll against the triggering attacker before the start of its next turn, or a +4 bonus if the triggering attack hits you.
The bonus to damage increases to +3 or +6 at 11th level, and to +4 or +8 at 21st level, respectively.
Bloodied Enemy, Class, Damage Bonus, Mark Punishment, Racial
Prerequisites: Tiefling race, Bloodhunt trait, Fighter class
Benefit: You gain a +3 bonus to damage rolls against bloodied enemies with enforce challenge.
Starting at 11th level, you gain a +1 bonus to damage rolls against bloodied enemies marked by you. This stacks with the bonus above.
These bonuses increase to +5 and +2 at 21st level, respectively.
Class, Damage Bonus, Kill Effect, Racial
Prerequisites: Shadar-kai race, Ranger class, Hunter's Quarry feature
Benefit: If you reduce your quarry to 0 hit points or fewer, you can choose a new quarry as a free interrupt.
If you hit the new quarry before the start of your next turn, you can apply your Hunter's Quarry damage even if you have already used it this turn.
Critical, Fear, Skill Enhancement
Prerequisites: Charisma 15 or trained in Intimidate
Benefit: Whenever you score a critical hit, you gain a +5 bonus to Intimidate checks against creatures that could see or hear you. This bonus lasts until the end of the encounter, then becomes a +2 bonus until the end of the day.
Class, Damage Bonus, Power Enhancement, Support
Prerequisites: Shaman class, Watcher Spirit feature, spirit's prey class power
Benefit: When an ally makes a ranged basic attack as part of your spirit's prey power, he or she gains a +2 power bonus to the damage roll.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Damage Bonus, Fear
Prerequisites: Barbarian class, Thaneborn Triumph feature
Benefit: You gain a feat bonus to damage rolls with primal Fear powers equal to one-half your Charisma modifier. This increases to your Charisma modifier while you are Raging.
The bonus increases to your Charisma modifier, or 4 + your Charisma modifier while Raging, at 21st level.
Bloodied, Class, Damage Bonus, Support
Prerequisites: Paladin class
Benefit: You gain a +2 bonus to damage rolls when adjacent to a bloodied ally.
You also gain this bonus until the end of your turn when you use use a divine power to heal an ally so that he or she is either brought above 0 hit poiints or becomes non-bloodied.
The bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Saving Throw Penalty, Weapon Specialization
Prerequisites: Sorcerer class, Sorcerous Blade Channeling feat
Benefit: When you deliver a Sorcerer ranged attack using Sorcerous Blade Channeling and the attack has an effect that a save can end, the target takes a -3 penalty to the first saving throw against that effect.
Bloodied, Charge, Power Recovery, Racial, Triggered
Prerequisites: Minotaur race, goring charge racial power
Benefit: The first time you are bloodied during an encounter, you regain the use of your goring charge.
If you have not expended your goring charge yet, you can instead use it as a free reaction.
Bloodied, Class, Racial, Temporary Hit Points, Triggered, Support
Prerequisites: Dragonborn race, Warlord class, draw inspiration class power, warlord's aura class power
Benefit: If an ally uses your draw inspiration class power while you are bloodied, a second ally within your warlord's aura can use a free reaction to gain temporary hit points equal to your Constitution modifier + your Charisma modifier.
The temporary hit points increase to 5 + your Constitution modifier + your Charisma modifier at 21st level.
Bloodied, Class, Defense, Racial, Triggered
Prerequisites: Human race, any martial class
Benefit: The first time you are bloodied in an encounter, you gain a +2 bonus to all defenses until the end of your next turn.
Bloodied Enemy, Class, Damage Bonus, Support
Prerequisites: Barbarian class, Thaneborn Triumph feature
Benefit: Whenever you bloody an enemy, the first attack by you against the target gains one-half the bonus (minimum +1) to attack that the first attack by an ally gains from your Thaneborn Triumph feature.
Multiclass
Multiclass Blowgun, Power Repertoire, Proficiency Gain, Weapon Specialization
Prerequisites: Dexterity 13
Benefit: You gain proficiency with the blowgun.
Also, you can reload a blowgun as a free action, increase its range to 10/20, and treat it as having the High Crit property.
If you are a Rogue, you can use a blowgun with the Sneak Attack class feature and any Rogue powers that normally requires you to wield a crossbow or sling.
In addition, if you miss an attack with a blowgun and are hidden from each target, you can remain hidden despite making an attack.
Finally, you can learn the following powers as multiclass powers of the indicated level:
Blowgun
Attack 3
Stinging Shot
EncounterStandard action
The needle lodges in a sensitive area, jolting your prey with pain
Martial, Weapon
Requirement:  You must be wielding a blowgun
Attack:  Ranged weapon  (one creature)
Dexterity vs. Reflex
Hit:  2[W] + Dexterity modifier damage, and the target is dazed until the end of your next turn.
Level 17:  If you know this power as an encounter power of level 17 or higher, the damage increases to 4[W] + Dexterity modifier.
Miss:  The target grants combat advantage until the end of your next turn.
Blowgun
Utility 6
Uncanny Blowgun Aim
EncounterMove Action
You breathe precisely, taking in your target and carefully lining up the needle's trajectory
Martial
Personal
Effect:  Your next attack with a blowgun gain a +2 bonus to the attack roll. If the attack imparts an effect that a save can end, the target takes a -3 penalty to its first saving throw against it.
Blowgun
Attack 9
Crippling Needle
DailyStandard Action
Your needle lodges in a key pressure point, causing your target to stiffen and momentarily fail to act
Martial, Weapon
Requirement:  You must be wielding a blowgun
Attack:  Ranged weapon  (one creature)
Dexterity vs. AC
Hit:  3[W] + Dexterity modifier damage, and the target is stunned until the end of its next turn.
Aftereffect:  The target is dazed (save ends).
Level 25:  If you know this power as a daily attack power of 25th level or higher, the damage increases to 5[W] + Dexterity modifier.
Miss:  Half damage, and the target is dazed (save ends).
Damage Bonus, Forced Movement, Weapon Specialization
Benefit: When wielding a hammer or mace, you gain a +1 feat bonus to the number of squares you can push or slide creatures with Weapon attacks.
This increases to +2 at 21st level.
In addition, if you cannot push or slide a target the full distance because of blocking terrain, the target takes damage equal to your Strength modifier + your weapon's enhancement bonus.
This damage increases to 4 + your Strength modifier + your weapon's enhancement bonus at 11th level, and to 8 + your Strength modifier + your weapon's enhancement bonus at 21st level.
Critical, Weapon Specialization
Prerequisites: Strength 19, Constitution 19
Benefit: When you make a Weapon attack with a Hammer, Mace or Staff, you can score a critical hit with a natural roll of 19 or 20.
Class, Mobility, Power Enhancement
Prerequisites: Battlemind class, blurred step class power
Benefit: When you use your blurred step class power, you shift 2 squares instead of 1 square.
Combat Advantage, Damage Bonus, Racial
Prerequisites: Shifter race, razorclaw shifting racial power
Benefit: While you are under the effects of your razorclaw shifting, you gain a +1 bonus to melee Weapon damage rolls against any target granting combat advantage to you.
This bonus to damage rolls increases to +2 at 11th level, and to +3 at 21st level.
Class, Concealment, Defense, Power Enhancement
Prerequisites: Battlemind class, speed of thought class power
Benefit: When you use your speed of thought power, you also have concealment until the start of your next turn (after any surprise round, if applicable).
Bloodline
Class, Elan Heritage, Psionics, Second Wind
Prerequisites: any psionic class, Psionic Augmentation feature, Elan Heritage feat
Benefit: Once per encounter when you use your second wind, you also regain 1 power point.
Class, Defense
Prerequisites: Psion class, shaped consciousness class power
Benefit: While the fragment conjured by your shaped consciousness power is within 5 squares of you, you gain a +1 bonus to all defenses.
Bloodline
Background, Poison, Power Repertoire, Racial, Skill Enhancement
Prerequisites: Human race
Benefit: You gain a +2 feat bonus to Nature checks.
In addition, you gain the bog hunter's poison bloodline power.
Bogtangle
Utility
Bog Hunter's Poison
DailyMinor Action
You carefully apply to a weapon a poison that you extracted from local flora and fauna during a rest
Poison
Target:  Melee touch  (one weapon)
Effect:  The next attack with the weapon that hits before the end of the encounter deals an extra ongoing 5 poison damage (save ends).
Each failed saving throw:  The ongoing damage increases by 5, to a maximum of 15.
Level 11:  The initial ongoing damage increases to 10, and the maximum to 25.
Level 21:  The initial ongoing damage increases to 15, and the maximum to 35.
Bloodline
Background, Power Repertoire, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Human race, Bogtangle Heritage feat
Benefit: You gain proficiency with the blowgun, and your blowgun damage increases from 1d4 to 1d6.
Also, you can swap one of your 1st-level at-will attack powers for the bogtangle dart bloodline attack power.
Bogtangle
Attack 1
Bogtangle Dart
At-WillStandard Action
An enemy struck by your dart feels a spreading numbness as the venom does its work
Poison, Weapon
Requirement:  You must be wielding a blowgun
Attack:  Ranged weapon  (one creature)
Dexterity or Wisdom vs. AC
Hit:  1[W] poison damage, and the target is slowed until the end of your next turn.
If the target is already slowed, it becomes immobilized until the end of your next turn instead.
Level 21:  2[W] poison damage.
Multiclass
Mobility Hindrance, Multiclass Bola, Proficiency Gain, Weapon Specialization
Prerequisites: Dexterity 13
Benefit: You gain proficiency with the bola.
When you make a Weapon attack with your bola and hit, you can forgo dealing damage to the target to immobilize it until the end of your next turn. On a critical hit, the target is also knocked prone.
In addition, you can learn the following powers as multiclass powers of the indicated level:
Bola
Attack 3
Binding Bola
EncounterStandard Action
The weights entwine the cords around your target, wrapping it so tightly that it cannot maintain its momentum
Martial, Weapon
Requirement:  You must be wielding a bola
Attack:  Ranged weapon  (one creature)
Dexterity vs. Reflex
Hit:  2[W] + Dexterity modifier damage, and the target is immobilized until the end of your next turn.
Critical:  The target is also knocked prone.
Level 17:  If you know this power as an encounter attack power of 17th level or higher, the damage increases to 4[W] + Dexterity.
Bola
Utility 6
Bola Recovery
EncounterMinor Action
With the bola back in hand, you ready it for another precise throw
Martial
Prerequisite:  You must know the binding bola power
Requirement:  You must be wielding a bola
Personal
Effect:  You regain the use of your binding bola power.
Bola
Attack 9
Felling Bola
DailyStandard Action
Such is the force of your throw, that your foe is knocked down it finds too painful stand back up again
Martial, Weapon
Requirement:  You must be wielding a bola
Attack:  Ranged weapon  (one creature)
Dexterity vs. Reflex
Hit:  2[W] + Dexterity modifier + Strength modifier damage and the target is knocked prone.
The target cannot stand up from prone (save ends).
Level 25:  If you know this power as a daily attack power of 25th level or higher, the damage increases to 5[W] + Dexterity modifier + Strength modifier.
Miss:  Half damage, and the target is knocked prone.
The target cannot stand from prone until the end of its next turn.
Class, Combat Advantage, Luck, Support
Prerequisites: Warlord class
Benefit: Whenever you spend an action point to gain an extra action and use it to make an attack, you can choose to take a gamble. If you do, you gain a benefit based on whether the attack hits or not.
If the attack hits, the target grants combat advantage to you and your allies until the end of your next turn.
If the attack misses, you grant combat advantage to the target until the end of your next turn.
If your attack targets more than one creature, apply the gamble separately to each one.
Bloodied, Class, Combat Advantage, Temporary Hit Points, Triggered
Prerequisites: Warlord class
Benefit: When you are hit by a melee attack while you are either bloodied or granting combat advantage to the attacker, you gain temporary hit points equal to your [Wisdom or Charisma] modifier.
Attack Bonus, Class, Luck, Racial, Support
Prerequisites: Halfling race, Warlord class
Benefit: If an enemy has combat advantage against you and misses with a melee attack, your allies gain a +1 bonus to attack rolls against that enemy until the start of its next turn.
Class, Shapechange, Temporary Hit Points
Prerequisites: Druid class, Primal Swarm feature, wild shape class power
Benefit: When you use your wild shape to change from your humanoid form to beast form, you gain temporary hit points equal to 5 + your Constitution modifier.
These temporary hit points increase to 10 + your Constitution modifier at 21st level.
Class, Racial, Saving Throws, Support
Prerequisites: Warforged race, Artificer class, curative admixture class power
Benefit: When you use your curative admixture class power, the target can make a saving throw to end one ongoing effect that a save can end.
Attack Bonus, Power Enhancement, Racial, Support
Prerequisites: Leader role, Dragonborn race, dragon breath racial power
Benefit: Your dragon breath's attack targets only enemies instead of all creatures in the area.
In addition, allies in the area of your dragon breath gain a +1 bonus to attack rolls until the end of your next turn.
Class, Mobility, Power Enhancement, Racial, Temporary Hit Points, Support
Prerequisites: Eladrin race, any divine class, fey step racial power
Benefit: When you use your fey step racial power, choose one ally adjacent to either your original space or your destination space. The chosen ally gains temporary hit points equal to your Intelligence modifier, and can then shift 1 square as a free reaction.
These temporary hit points increase to 4 + your Intelligence modifier at 11th level, and to 8 + your Intelligence modifier at 21st level, and the shift inreases to 2 squares at 21st level.
Class, Kill Effect, Temporary Hit Points, Support
Prerequisites: Druid class, Primal Guardian feature
Benefit: When you reduce an enemy to 0 hit points or less with a Druid attack power, one ally adjacent to you gains temporary hit points equal to 3 + your Constitution modifier.
The temporary hit points increase to 8 + your Constitution modifier at 21st level.
Class, Healing, Racial, Saving Throws, Support, Triggered
Prerequisites: Dwarf race, Warlord class, draw inspiration class power
Benefit: If an ally is adjacent to you when he or she uses your draw inspiration class power, you can take a free interrupt to either increase the healing by your Wisdom modifier or to allow the ally to make a saving throw against one effect that a save can end.
The increased healing becomes 4 + your Wisdom modifier at 11th level, and 8 + your Wisdom modifier at 21st level.
Class, Healing Surge, Saving Throws, Support, Temporary Hit Points, Triggered
Prerequisites: Ardent class, Ardent Mantle feature
Benefit: Whenever you spend a healing surge, choose one ally within the radius of your Ardent Mantle. The chosen ally can either gain 5 temporary hit points or make a saving throw against one effect that a save can end.
The temporary hit points increase to 10 at 11th level, and to 15 at 21st level.
Healing Surge, Temporary Hit Points, Triggered
Prerequisites: Constitution 13
Benefit: When you spend one or more healing surges, you gain 5 temporary hit points in addition to any other benefits of spending that healing surge. If spending the healing surge grants you temporary hit points, instead increase the number gained by this amount.
These temporary hit points increase to 10 at 11th level, and to 15 at 21st level.
Class, Mark Punishment, Power Enhancement, Temporary Hit Points
Prerequisites: Battlemind class, mind spike class power
Benefit: When you use your mind spike class power, you gain temporary hit points equal to your Constitution modifier.
The temporary hit points increase to 4 + your Constitution modifier at 11th level, and to 8 + your Constitution modifier at 21st level.
Class, Healing, Power Enhancement, Support
Prerequisites: Half-elf race, Paladin class, lay on hands class power
Benefit: When you use your lay on hands on an ally, the target can use your healing surge value instead of his or her own healing surge value to determine amount of healing.
Bloodied, Class, Healing, Second Wind, Support
Prerequisites: Ardent class, Ardent Mantle feature
Benefit: When you use your second wind, each bloodied ally within the radius of your Ardent Mantle regains hit points equal to 5 + your Wisdom modifier.
The hit points regained increase to 10 + your Wisdom modifier at 21st level.
Familiar
Class, Familiar, Telepathy
Prerequisites: any arcane class, Arcane Familiar feat
Benefit: You and your familiar can communicate telepathically out to a range of 10 squares. You must have line of sight and line of effect to your familiar to communicate with it in this manner.
At 11th level, you can communicate out to a range of 50 squares. You can communicate out to a range of 10 squares as long as you have either line of sight or line of effect.
At 21st level, you can communicate out to a range of 1 mile. You can communicate out to a range of 50 squares as long as you have either line of sight or line of effect, and to a range of 10 squares even if you have neither.
Bloodline
Elan Heritage, Damage Resistance, Power Enhancement
Prerequisites: Elan Heritage feat
Benefit: When you use your elan resilience power, you also gain resistance to all damage equal to your Intelligence modifier until the start of the triggering enemy's next turn.
This resistance increases to 3 + your Intelligence modifier at 21st level.
Background, Perception, Racial, Skill Enhancement
Prerequisites: Mul race
Benefit: You gain a +2 feat bonus to Dungeoneering and Perception checks.
In addition, you gain low-light vision.
Background, Saving Throws, Shadow Nature, Skill Enhancement, Stealth
Benefit: Your origin changes to shadow, making you considered an shadow creature for all purposes instead of your previous creature origin, such as natural or fey.
Also, you gain a +2 feat bonus to Stealth
In addition, you gain a +1 bonus to saving throws while in dim light or darkness.
Elemental Nature, Languages, Skill Enhancement
Prerequisites: elemental origin or trained in Arcana
Benefit: You gain a +2 feat bonus to Endurance and Intimidate checks.
In addition, you can speak, read and write primordial.
Class, Critical, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: The first time during an encounter that you score a critical hit, you regain 2 power points.
Channel Divinity, Class, Support, Temporary Hit Points, Worship
Prerequisites: Cleric class, divine fortune Channel Divinity power, must worship Avandra
Benefit: When you use your divine fortune Channel Divinity power, you and each ally adjacent to gain temporary hit points equal to your Charisma modifier.
The temporary hit points increase to 2 + your Charisma modifier at 11th level, and to 5 + your Charisma modifier at 21st level.
Class, Implement Specialization, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Elf race, any arcane class
Benefit: You gain proficiency in bows as an implement.
Damage Bonus, Weapon Specialization
Benefit: You gain a +1 bonus to Weapon damage rolls with a bow when you attack a single target that is not adjacent to any creatures.
The damage bonus increases to +2 at 11th level, and to +3 at 21st level.
Critical, Weapon Specialization
Benefit: When you make a Weapon attack with a Bow or Crossbow, you can score a critical hit with a natural roll of 19 or 20.
Bloodied, Condition Infliction, Critical, Damage Bonus, Racial
Prerequisites: Dragonborn race, Arcane Blood trait, Concussive Vengeance trait
Benefit: If you score a critical hit with an arcane attack power, the target falls prone.
In addition, while you are bloodied, you double your racial damage bonus from the Arcane Blood racial trait.
Attack Bonus, Class, Power Enhancement, Racial, Temporary Hit Points
Prerequisites: Constitution 13, Dragonborn race, Fighter class, dragon breath racial power
Benefit: When you use your dragon breath racial power, you gain the following benefits until the end of your next turn:
► You gain a +1 bonus to attack rolls with melee powers that grant temporary hit points to you.
► You count as having spent an additional healing surge for powers with varying benefits based on how many you have spent.
Multiclass
Attack Bonus, Fear, Multiclass Bravo, Skill Training
Benefit: You gain training in the Intimidate skill.
Also, once per encounter as a free action on your turn, you can designate one creature you can see as your prey until the end of the encounter. If your prey is a solo creature, this is (save ends).
You gain a +1 bonus to attack rolls and Intimidate checks against your prey.
This bonus increases to +2 when your prey is under a Fear effect from you.
In addition, you can learn the following powers as multiclass powers of the indicated level:
Bravo
Attack 3
Death's Messenger
EncounterNonaction Interrupt
Your prey has an appointment with death, and your attack reminds it of the fact
Fear
Trigger:  You target your prey with an at-will melee or ranged attack
Special
Effect:  The triggering attack deals +1[W] additional damage, or +1d8 additional damage if the attack is not a Weapon attack.
On a hit, the target also takes a -2 penalty to attack rolls against you until the end of your next turn.
Level 17:  If you know this power as an encounter attack power of 17th level or higher, the additional damage increases to +2[W], or +2d8 if the attack is not a Weapon attack.
Bravo
Utility 6
Brutal Instincts
EncounterOpportunity Interrupt
With your defiant snarl, the advantage your foes had evaporates, giving you an opening
Trigger:  Any creatures flank you, or your prey gains combat advantage against you
Personal
Effect:  You do not grant combat advantage to the triggering creature or creatures until the end of your next turn.
If your prey was among those who triggered this power, you gain combat advantage against your prey until the end of your next turn.
Bravo
Attack 9
Bravo's Finish
DailyNonaction Interrupt
If your vicious assault doesn't bring your prey down, it is rattled to its core
Fear
Trigger:  You hit your prey with an at-will attack
Special
Effect:  The triggering attack deals +1[W] damage, or +1d8 damage if it is not a Weapon attack, and your prey is dazed (save ends).
Aftereffect:  The target grants combat advantage (save ends).
Level 25:  If you know this power as a daily attack power of 25th level or higher, the triggering attack deals +4[W] damage, or +4d8 damage if it is not a Weapon attack.
Action Point, Class, Damage Bonus, Support
Prerequisites: Warlord class
Benefit: When an ally who can see and hear you spends an action point to make an attack, that ally can choose to make the attack with bravado.
If the ally does, he or she deals +4 additional damage with the attack, but grants combat advantage to any target of the attack until the end of his or her next turn.
The additional damage increases to +6 at 11th level, and to +8 at 21st level.
Action Point, Class, Concealment, Defense, Racial, Support
Prerequisites: Shadar-kai race, Warlord class, Bravura Leader feat
Benefit: Whenever an ally chooses to benefit from your Bravura Leader feat, that ally gains concealment until the end of his or her next turn.
Action Point, Attack Bonus, Bloodied, Class, Racial, Support
Prerequisites: Dragonborn race, Warlord class, Bravura Leader feat
Benefit: Whenever a bloodied ally chooses to benefit from your Bravura Leader feat, that ally gains a +2 bonus to attack rolls for the attack.
Class, Power Enhancement, Racial, Support, Temporary Hit Points
Prerequisites: Dragonborn race, Cleric class, dragon breath racial power
Benefit: Your dragon breath racial power targets only enemies for the attack.
In addition, allies within the area gain temporary hit points equal to your [Strength or Constitution] modifier.
These temporary hit points increase to 3 + your [Strength or Consitution] modifier at 11th level, and to 6 + your [Strength or Constitution] modifier at 21st level.
Class, Power Enhancement, Racial, Skill Enhancement
Prerequisites: Dragonborn race, Invoker class, Divine Covenant feature, dragon breath racial power
Benefit: Your dragon breath racial power counts as a divine encounter attack power for the purposes of your Covenant Manifestation feature.
In addition, you gain a +2 feat bonus to Diplomacy checks.
Animal Companion, Class, Damage Resistance, Racial
Prerequisites: Dragonborn race, Ranger class, Beast Mastery feature, dragon breath racial power
Benefit: Your beast companion gains resist 5 + one-half your level to the damage type of your dragon breath racial power.
If you can choose between different damage types when using your dragon breath racial power, choose one of those damage types for your beast companion to resist at the end of an extended rest. If your dragon breath racial power can deal more than one type of damage at once, your beast companion can resist a similar combination.
Attack Bonus, Background, Initiative, Mobility, Racial
Prerequisites: Mul race
Benefit: You gain a +2 bonus to Initiative checks.
During the first round of an encounter, you also gain a +1 bonus to attack rolls and speed.
Condition Infliction, Ongoing Damage, Racial
Prerequisites: Wilden race
Benefit: Whenever you deal ongoing damage to an enemy, the enemy is slowed until the ongoing damage ends.
Class, Damage Bonus, Power Enhancement, Racial, Radiant
Prerequisites: Drow race, any divine class, darkfire racial power
Benefit: When you hit a target with your darkfire racial power, the target gains vulnerability to radiant damage equal to your Charisma modifier until the end of your next turn.
This vulnerability increases to 2 + your Charisma modifier at 11th level, and to 4 + your Charisma modifier at 21st level.
Class, Mark Punishment, Power Enhancement, Psionics, Racial
Prerequisites: Half-orc race, furious assault racial power, Battlemind class, Psionic Augmentation feature
Benefit: When you use your furious assault racial power and have at least 1 power point, each enemy marked by you takes psychic damage equal to your Strength modifier and the power gains the Psychic keyword.
This psychic damage increases to 2 + your Strength modifier at 11th level, and to 4 + your Strength modifier at 21st level.
Class, Mobility, Support
Prerequisites: Invoker class, Covenant of Preservation feature
Benefit: You can slide one or two allies with your Covenant Manifestation.
Defense Bonus, Racial, Saving Throws
Prerequisites: Dragonborn race
Benefit: You gain a +1 feat bonus to your Will defense.
In addition, you gain a +2 bonus to saving throws against Charm and Fear effects.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Elf race, Ranger class, Hunter's Quarry feature, elven accuracy racial power
Benefit: If the rerolled attack granted by your elven accuracy racial power hits your quarry, the attack deals extra damage equal to 1d6 + your Wisdom modifier.
This extra damage increases to 2d6 + your Wisdom modifier at 21st level.
Class, Combat Advantage, Damage Bonus
Prerequisites: Strength 17, Rogue class, Brutal Scoundrel feature
Benefit: When you have combat advantage against a target but don't use Sneak Attack against it, your attack deals additional damage equal to your Strength modifier.
Damage Bonus, Power Enhancement, Racial, Unarmed Combat
Prerequisites: Bladeling race, razor storm racial power
Benefit: Your unarmed attack gains the Off-hand weapon property.
In addition, the damage dice for your razor storm increase from d6s to d8s.
Class, Damage Bonus, Unarmed Combat
Prerequisites: Fighter class, Brawler Training feature
Benefit: The damage die of your unarmed attack increases to 1d8.
Also, your damage die for spiked gauntlets increases to 1d8 and you count it as having the High Crit weapon property: additional +1[W] damage on a critical hit, increasing to +2[W] at 11th level, and to +3[W] at 21st level.
Charge, Power Enhancement, Racial
Prerequisites: Gnoll race, ferocious charge racial power, Fierce Charge feat
Benefit: When you use your ferocious charge racial power, you can choose to use an encounter melee attack power instead of making a melee basic attack.
Class, Damage Bonus
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: When you roll your extra curse damage, reroll any damage die result of 1 until the die shows 2 or higher.
Attack Bonus, Damage Bonus, Racial, Triggered
Prerequisites: Minotaur race, Ferocity trait
Benefit: You gain a +2 bonus to attack rolls and damage rolls of the melee basic attack granted by your Ferocity racial trait.
The bonus to damage rolls increases to +4 at 11th level, and to +6 at 21st level.
Defense Penalty, Fear, Kill Effect, Power Enhancement
Prerequisites: Charisma 17 or trained in Intimidate
Benefit: Whenever you reduce an enemy to 0 hit points or less using an encounter or daily attack power, each enemy adjacent to you or the triggering enemy takes a -2 penalty to its Will defense until the end of your next turn.
Class, Damage Bonus, Flanking, Teamwork
Prerequisites: Fighter class
Benefit: While you flank an enemy and wield a two-handed weapon, any ally making a melee attack against the flanked enemy can reroll any damage die that displays a 1. The ally can reroll each die once.
Class, Damage Bonus
Prerequisites: Monk class, Flurry of Blows feature
Benefit: Whenever you target only one creature with your Flurry of Blows power, the creature takes 3 extra damage.
The extra damage increases to 5 at 21st level.
Class, Grapple, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: While you are in beast form, you gain a +6 feat bonus to grab attempts.
This bonus increases to +8 at 21st level.
In addition, any target you are grabbing while in beast form grants you combat advantage.
Class, Damage Bonus, Weapon Specialization
Prerequisites: Barbarian class
Benefit: When you are raging and wielding a two-handed reach weapon, you can reroll any weapon damage die that displays a 1 when making melee attacks.
Class, Damage Bonus, Weapon Specialization
Prerequisites: Rogue class, Ruthless Ruffian feature
Benefit: When you wield a club or a mace, you treat the weapon as though it had the Brutal 1 property: reroll any damage die result of 1 until the die shows 2 or higher.
Class, Damage Bonus
Prerequisites: Assassin class, assassin's shroud class power
Benefit: Whenever you roll the damage for your shroud, reroll each die that shows a 1 until it shows a different number.
If you have the Lethal Shroud feat, starting at 21st level, you reroll each die that shows a 1 or 2 until it shows a different number.
Class, Damage Bonus, Racial, Teamwork
Prerequisites: Strength 15, Dragonborn race; Ranger class or Rogue class
Benefit: You gain a +2 bonus to Weapon damage rolls when the target is adjacent to at least one of your allies. The bonus applies to melee attacks, as well as to ranged attacks with a Heavy Thrown weapon.
The bonus increases to +3 at 21st level.
Class, Damage Bonus, Ongoing Damage
Prerequisites: Rogue class, Sneak Attack feature, Brutal Scoundrel feature
Benefit: When your attack deals ongoing damage and you deal Sneak Attack damage to the target, add 1 to the ongoing damage for every die of Sneak Attack damage dealt.
Condition Infliction, Forced Movement, Power Enhancement, Racial
Prerequisites: Goliath race
Benefit: When you hit an enemy with a melee Weapon daily attack, you can also push the target 1 square and knock the target prone.
The push increases to 2 squares at 21st level.
Class, Defense, Shield
Prerequisites: Rogue class, proficiency with light shields
Benefit: If you gain a bonus to a defense from a Rogue power and are wielding a light shield, increase the bonus by 1.
Forced Movement, Power Enhancement, Racial
Prerequisites: Shardmind race, shard swarm racial power
Benefit: When you use your shard swarm racial power, you can also slide each enemy in the burst 1 square.
If you have the Expanded Shard Swarm feat, you can slide each enemy adjacent to you 2 squares instead.
Class, Forced Movement, Mark Punishment, Power Enhancement, Racial
Prerequisites: Genasi race, Warden class, windwalker racial power
Benefit: When you use your windwalker racial power, you can slide each enemy marked by you a number of squares equal to your Constitution modifier.
Skill Enhancement
Prerequisites: trained in Diplomacy
Benefit: When you succeed on a Diplomacy check, you gain a +1 bonus to Diplomacy checks until the end of the encounter. This bonus is cumulative with itself.
When you fail a Diplomacy check or a Bluff check, attempt an Intimidate check, or perform any hostile action, you lose any bonus from this feat and cannot gain the bonus again during this encounter.
Racial, Temporary Hit Points, Triggered
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: When you use a Nature's Aspect power and an ally is within 2 squares of you, you gain temporary hit points equal to 3 + your [Constitution or Wisdom] modifier.
The ally can be within 3 squares starting at 21st level.
The temporary hit points increase to 5 + your [Constitution or Wisdom] modifier at 11th level, and to 8 + your [Constitution or Wisdom] modifier at 21st level.
Racial, Support, Teleportation, Triggered
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: When you use a Nature's Aspect power, you can teleport one ally within 5 squares of you to a square adjacent to you.
Healing, Healing Surge, Racial, Support, Triggered
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: When you use a Nature's Aspect power, you can spend a healing surge to regain hit points equal to your healing surge value.
Starting at 11th level, you can choose instead to spend a healing surge to allow an ally within 5 squares of you to regain hit points equal to his or her healing surge.
Perception, Racial, Triggered
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: When you use a Nature's Aspect power, you gain blindsight 10 until the end of your next turn.
Class, Fire
Prerequisites: any arcane class
Benefit: Your arcane Fire powers ignore an amount of resist fire. The amount equals one-half the ability modifier of the ability you use to make the attack.
The amount you ignore increases by 5 at 11th level, and by 10 at 21st level.
In addition, you treat a creature that is immune to fire as instead having resist fire equal to 15 + one-half its level.
Acid, Cold, Damage Bonus
Prerequisites: Intelligence 13, Wisdom 13
Benefit: You gain a +1 bonus to damage with powers that have the Acid or Cold keyword.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Fire, Ongoing Damage, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power that deals fire damage
Benefit: Choose one creature you hit with your fire damage-dealing dragon breath racial power.
The chosen creature takes ongoing fire damage equal to your Constitution modifier.
This ongoing damage increases to 5 + your Constitution modifier at 21st level.
Acid, Attack Penalty, Damage Bonus, Elemental Nature, Triggered
Prerequisites: elemental origin or Born of the Elements feat
Benefit: You gain a +3 feat bonus to acid damage rolls.
This bonus increases to +4 at 21st level.
In addition, whenever you take acid damage from an attack, each enemy adjacent to you takes a -2 penalty to attack rolls until the end of its next turn.
Class, Damage Bonus, Fire, Racial, Triggered
Prerequisites: Tiefling race, Avenger class, infernal wrath racial power, swear enmity class power
Benefit: If you use your infernal wrath racial power against your oath target, your melee attacks against that target deal additioal fire damage equal to your Intelligence modifier until the end of your next turn.
The additional damage increases to 2 + your Intelligence modifier at 11th level, and to 4 + your Intelligence modifier at 21st level.
Damage Bonus, Racial, Temporary Hit Points
Prerequisites: Shifter race; longtooth shifting racial power or razorclaw shifting racial power
Benefit: While you are under your shifter racial power, you can choose to end it as a free interrupt when you hit with an attack.
If you do, you deal an additional 2d6 damage to the triggering target and gain 10 + your Constitution modifier temporary hit points.
Power Repertoire, Racial, Skill Enhancement
Prerequisites: Gnoll race
Benefit: You gain the ghost sound Cantrip as a racial utility power.
In addition, you gain a +2 bonus to Bluff checks when using ghost sound to mimic specific people or sounds.
Gnoll
Utility
Ghost Sound
At-WillStandard Action
With a wink, you create an illusory sound that emanates from a distant location
Arcane, Illusion
Target:  Ranged 10 One object or unoccupied square
Level 11:  Ranged 15
Level 21:  Ranged 20
Effect:  You cause a sound as quiet as a whisper or as loud as a yelling or fighting creature to emanate from the target.
You can produce nonvocal sounds such as the ringing of a sword blow, jingling armor, or scraping stone. If you produce a whisper, you can make it quiet enough that only creatures adjacent to the target can hear the words.
Class, Support, Temporary Hit Points, Triggered
Prerequisites: Charisma 19, Warlord class
Benefit: Whenever you grant an ally an attack by using a Warlord power, that ally gains temporary hit points if the attack hits.
The temporary hit points equal one-half your level.
Class, Skill Enhancement, Stealth
Prerequisites: Ranger class, trained in Stealth
Benefit: When you have any natural cover or concealment outdoors, you gain a +5 feat bonus to Stealth checks to hide.
Class, Condition Infliction, Summoning
Prerequisites: Invoker class
Benefit: When an enemy ends its turn adjacent to a creature you have summoned, it is slowed until the end of its next turn.
Defense, Summoning
Prerequisites: Constitution 13
Benefit: Creatures summoned by your powers gain a +1 bonus to all defenses.
Racial, Saving Throws, Skill Enhancement
Prerequisites: Gnoll race
Benefit: You gain a +4 feat bonus to saving throws against Poison effects, and to Endurance checks to resist disease.
Channel Divinity, Class, Damage Bonus, Power Enhancement
Prerequisites: Invoker class, maledictor's doom Channel Divinity power
Benefit: When you affect more than one enemy with your maledictor's doom Channel Divinity power, each enemy affected gains vulnerability to all damage equal to twice the number of enemies affected. The vulnerability lasts until the start of your next turn.
Forced Movement, Triggered
Benefit: Whenever you push a target with bull rush, you can also push one enemy adjacent to that target 1 square.
The second enemy can be adjacent to the target either before or after you resolve the bull rush.
Familiar
Familiar, Teleportation
Prerequisites: Arcane Familiar feat
Benefit: When you switch your familiar into active mode, you can teleport it 5 squares.
Forced Movement, Grapple, Racial, Size-based, Triggered
Prerequisites: Goliath race
Benefit: Whenever a Medium or smaller creature succeeds in escaping from being grabbed by you, you can use an opportunity interrupt with the following effect:
Effect: You cancel the shift that would normally be part of the escape, and slide the target 3 squares.
Class, Racial, Saving Throws, Temporary Hit Points
Prerequisites: Dwarf race, Warden class, Font of Life feature
Benefit: When you succeed at a saving throw against a Poison effect at the start of your turn, you gain temporary hit points equal to your Constitution modifier.
These temporary hit points increase to 3 + your Constitution modifier at 11th level, and to 6 + your Constitution modifier at 21st level.
Mobility, Skill Enhancement
Prerequisites: trained in Dungeoneering
Benefit: You gain a +2 feat bonus to Dungeoneering checks.
Also, when you take the squeeze action, you can move at full speed (instead of half speed), and take a -2 penalty to attack rolls (instead of -5).
Class, Combat Advantage, Movement Hindrance
Prerequisites: Avenger class, swear enmity class power, Censure of Pursuit feature
Benefit: When you have combat advantage against your oath target and hit it with an Avenger power, the target cannot shift away from you until the end of your next turn.
Starting at 21st level, each square of movement away from you the target takes costs an additional square of movement.
Class, Initiative
Prerequisites: Monk class, Centered Breath feature
Benefit: When you roll initiative, you can roll twice and use either result. If you roll the same number both times, you can choose gain a +5 bonus to the check.
Class, Forced Movement, Power Enhancement
Prerequisites: Monk class, Centered Breath feature
Benefit: Your centered flurry of blows can slide each target 2 squares instead of 1.
Power Repertoire, Racial
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: Each time you take a short rest and expend at least one healing surge to regain hit points, choose an aspect of nature that you aren't currently manifesting.
You can use the chosen aspect's power in addition to your current aspect's power. You can't use this feat to gain additional uses of the same aspect of nature power.
Pact
Class, Defense, Mobility, Power Enhancement, Triggered
Prerequisites: Warlock class, Sorcerer-King Pact feature, Warlock's Curse feature, Favored of Raam feat
Benefit: In addition to regaining the use of your Fell Might, whenever you drop an enemy under your curse to 0 hit points or less, you can shift a number of squares equal to 2 + your Intelligence modifier.
You can also expend your Fell Might to enhance any power associated with this feat. When you hit an enemy with an enhanced associated power, the target cannot include you as a target in its attacks until the start of your next turn.
Associated Powers: otherwind stride (lvl 3), sign of ill omen (lvl 7), dark reach of Xevut (lvl 13), strand of fate (lvl 17), dark transport (lvl 23), envoy of Nihal (lvl 27)
Class, Skill Enhancement, Skill Training
Prerequisites: Sorcerer class
Benefit: You gain training in either the skill.
In addition, you gain a +2 feat bonus to Intimidate and Streetwise checks.
Class, Defense, Second Wind, Support
Prerequisites: Paladin class
Benefit: While you are at maximum hit points, allies that can see you gain a +2 bonus to their Fortitude, Reflex and Will defenses.
Allies also gain this bonus until the start of your next turn when you use your second wind to become non-bloodied.
Class, Marking, Power Enhancement, Racial
Prerequisites: Changeling race, Fighter class, changeling trick racial power
Benefit: You can expend your changeling trick racial power to mark each enemy adjacent to you until the end of your next turn. This replaces the power's normal target and effect.
Attack Bonus, Channel Divinity, Class, Triggered
Prerequisites: Paladin class, Channel Divinity feature
Benefit: After you use a Channel Divinity power, you gain a +1 power bonus to the next melee attack roll you make before the end of your next turn.
Multiclass
Channel Divinity, Multiclass Cleric, Power Repertoire
Prerequisites: any Cleric multiclass feat, Cleric paragon multiclass
Benefit: You gain the Cleric Channel Divinity power divine fortune and a Channel Divinity power from one of your domains.
If you don't have the Channel Divinity feature, you gain it. You can now use a single Channel Divinity power each encounter.
Multiclass
Channel Divinity, Multiclass Invoker, Power Repertoire
Prerequisites: any Invoker multiclass feat, Invoker paragon multiclass
Benefit: You gain an Invoker Channel Divinity power corresponding to one of the Divine Covenants, and a Channel Divinity power corresponding to your deity.
If you don't have the Channel Divinity feature, you gain it. You can now use a single Channel Divinity power each encounter.
Multiclass
Channel Divinity, Multiclass Paladin, Power Repertoire
Prerequisites: any Paladin multiclass feat, Paladin paragon multiclass
Benefit: You gain the Paladin Channel Divinity powers divine mettle and divine strength.
If you don't have the Channel Divinity feature, you gain it. You can now use a single Channel Divinity power each encounter.
Multiclass
Channel Divinity, Multiclass Avenger, Power Repertoire
Prerequisites: any Avenger multiclass feat, Avenger paragon multiclass
Benefit: You gain the Avenger Channel Divinity power divine guidance and a Channel Divinity power corresponding to your deity.
If you don't have the Channel Divinity feature, you gain it. You can now use a single Channel Divinity power each encounter.
Class, Damage Bonus
Prerequisites: Constitution 19, Fighter class, Battlerager Training feature
Benefit: When you hit with a melee attack, you can choose to lose all temporary hit points to reroll the damage and gain a bonus to the damage roll equal to the number of healing surges you have expended.
Charge, Class, Damage Bonus, Power Enhancement, Support
Prerequisites: Minotaur race, Artificer class, curative admixture class power
Benefit: When you use your curative admixture power, the target gains a +2 bonus to damage rolls on charge attacks until the end of your next turn.
The damage bonus increases to +4 at 11th level, and to +6 at 21st level.
Charge, Class, Marking
Prerequisites: Swordmage class, Swordmage Aegis feature
Benefit: When you use a charge attack and hit the enemy, you can use your aegis on it as a nonaction reaction before you turn ends.
If you do so, the penalty to attack rolls imposed by your mark is -3 instead of -2.
Charge, Class, Critical
Prerequisites: Barbarian class, Savage Rage feature, Savage Rampage feat
Benefit: When your Savage Rampage feat triggers, you can choose to charge instead of making a melee basic attack.
Bloodied, Class, Mobility, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: While you are in beast form, you gain a +1 bonus to speed, or a +2 bonus when you run or charge.
While you are bloodied, these bonuses increase to +2 and +4, respectively.
Bloodied, Elemental Nature, Fire, Triggered
Prerequisites: Born of the Elements feat
Benefit: Whenever an attack bloodies you or knocks you unconscious, one enemy of your choice within 2 squares of you takes fire damage equal to your Constitution modifier.
The fire damage increases to 3 + your Constitution modifier at 11th, and to 6 + your Constitution modifier at 21st level.
Damage Resistance, Elemental Nature, Second Wind
Prerequisites: Born of the Elements feat
Benefit: When you use your second wind while on an earthen or stone surface, you also gain resist 5 to all damage until the end of your next turn.
This resistance increases to 10 at 11th level, and to 15 at 21st level.
Elemental Nature, Saving Throws, Triggered
Prerequisites: Born of the Elements feat
Benefit: Whenever you take acid, cold, fire, lightning, or thunder damage, you gain a +2 bonus to your next saving throw during this encounter.
Elemental Nature, Mobility
Prerequisites: Born of the Elements feat
Benefit: You gain a swim speed equal to your speed.
In addition, you gain Aquatic keyword. In aquatic combat, you gain a +2 bonus to attack rolls against non-aquatic creatures.
Elemental Nature, Mobiity
Prerequisites: Born of the Elements feat
Benefit: Whenever you run or charge and are not wearing heavy armor, you ignore difficult terrain.
Cold, Power Enhancement, Racial
Prerequisites: Revenant race, dark reaping racial power
Benefit: Your dark reaping racial power gains Cold keyword and deals cold damage in addition to necrotic damage.
Class, Condition Infliction, Power Enhancement, Racial
Prerequisites: Shadar-kai race, Avenger class, swear enmity class power
Benefit: When you use your swear enmity class power, the target is also slowed until the end of your next turn.
Bloodline
Cold, Power Enhancement, Racial, Winterkin Heritage
Prerequisites: Eladrin race, Winterkin Heritage feat
Benefit: When you use your winter's shroud heritage power, you can deal 5 cold damage to the triggering enemy instead of teleporting.
This damage increases to 10 at 11th level, and to 15 at 21st level.
Attack Penalty, Class, Support
Prerequisites: Paladin class
Benefit: Enemies adjacent to you take a -2 penalty to attack rolls on reactive strikes against your allies.
Starting at 21st level, the penalty applis to all triggered attack rolls.
Class, Perception, Skill Enhancement, Support
Prerequisites: Wisdom 17, Ardent class, Mantle of Clarity feature
Benefit: The bonus to Insight checks and Perception checks granted by your Mantle of Clarity increases by one-half your Wisdom modifier.
Class, Condition Negation, Power Enhancement, Saving Throws, Support
Prerequisites: Kalashtar race, Artificer class, Magical Infusion feature
Benefit: When you use a Magical Infusion power, the target can make a saving throw against a dazing or dominating condition that a save can end.
Racial, Saving Throws, Support, Telepathy
Prerequisites: Kalashtar race or Shardmind race; Telepathy trait
Benefit: When an ally within your telepathy range makes a saving throw against an effect that dazes, dominates or stuns, he or she can roll twice and use either result.
Class, Healing, Healing Surge, Power Enhancement, Support
Prerequisites: Kalashtar race, any divine class, bastion of mental clarity racial power
Benefit: When you use your bastion of mental clarity racial power, you or one ally in the burst can spend a healing surge to regain hit points equal to his or her healing surge value.
Racial, Unarmed Combat
Prerequisites: Gnoll race
Benefit: You have claws on both hands which count as weapons that are in the light blade weapon group, have the Off-hand property and a +3 proficiency bonus, and deal 1d6 damage.
You can wield a claw as a weapon when you aren't holding anything in the hand.
Your claws can be enchanted and disenchanted as a single weapon. Your claws do not turn to dust when disenchanted.
Aberration-hunting, Damage Bonus, Racial
Prerequisites: Shardmind race or Wilden race
Benefit: You gain a +2 bonus to damage against aberrant creatures.
This bonus increases to +4 at 11th level, and to +6 at 21st level.
Channel Divinity, Class, Condition Negation, Power Repertoire, Support
Prerequisites: any divine class, Channel Divinity feature
Benefit: You gain the cleanse the mind Channel Divinity power.
Channel Divinity
Utility
Cleanse the Mind
EncounterMinor Action
Those under your care have nothing to fear
Divine
Channel Divinity: One Channel Divinity power per encounter.
Close burst 3 Target:   (you and each ally in the burst)
Level 11:  Close burst 4
Level 21:  Close burst 5
Effect:  Each target can make a saving throw against a Charm effect, Fear effect, or Psychic effect.
A target that succeeds at the saving throw gains temporary hit points equal to your Charisma modifier.
Level 11:  Equal to 4 + your Charisma modifier.
Level 21:  Equal to 8 + your Charisma modifier.
Class, Marking, Radiant, Undead-hunting
Prerequisites: Paladin class, divine challenge class power
Benefit: When you use your divine challenge class power to place your Divine Sanction an undead creature, you also deal 3 radiant damage to that creature.
The radiant damage increases to 6 at 11th level, and to 10 at 21st level.
Extra Attack, Kill Effect, Weapon Specialization
Benefit: Once per round when you reduce an enemy to 0 hit points or less with an axe, you can make a melee basic attack as a free reaction.
Class, Damage Bonus, Power Enhancement
Prerequisites: Controller role
Benefit: Whenever you target two or more creatures with a close or area attack power and only hit one of those creatures, the attack deals 1d6 extra damage.
The extra damage increases to 2d6 at 11th level, and to 3d6 at 21st level.
Racial, Skill Enhancement
Prerequisites: Tiefling race
Benefit: Once per round as a free action, you can draw or stow an object weighing 1 pound or less with your tail.
You can use your tail to make Thievery checks, including using thieves' tools, even without using your hands. If you have your hands and tail available when making a Thievery check, you gain a +2 bonus to the check.
This feat does not give you the ability to make attacks with your tail.
Mobility, Power Enhancement, Racial
Prerequisites: Shifter race; longtooth shifting racial power or razorclaw shifting racial power
Benefit: While you are under your shifter racial power, you gain a climb speed equal to your speed.
Class, Illumination, Radiant, Support
Prerequisites: any divine class
Benefit: When you hit a target with a divine attack power that has the Radiant keyword, the target loses any concealment or total concealment it has and cannot gain concealment or total concealment until the end of your next turn.
Also, the target's space is dimly lit until the end of your next turn.
On a critical hit, this increases to brightly lit, and spaces adjacent to the target being dimly lit.
Mobility, Racial
Prerequisites: Wilden race
Benefit: You gain a climb speed equal to one-half your speed.
The climb speed increases to your speed at 21st level.
Basic Attack, Class, Condition Infliction, Critical, Unarmed Combat
Prerequisites: Fighter class, Brawler Training feature
Benefit: When you use an unarmed strike to make a melee basic attack against a creature on your turn and you score a critical hit, you also daze that creature until the end of your next turn.
Class, Initiative, Mobility, Support
Prerequisites: Ardent class, Mantle of Impulsiveness feature
Benefit: When you roll initiative, each ally within the radius of your Ardent Mantle can shift 1 square as a free reaction.
Starting at 21st level, they can shift 2 squares.
Bloodied, Class, Power Enhancement, Racial, Teleportation
Prerequisites: Revenant race, Assassin class, shadow step class power
Benefit: When you are bloodied, you can use your shadow step without meeting its requirement.
Attack Bonus, Class, Triggered
Prerequisites: Swordmage class
Benefit: When you use a ranged or area Swordmage power and hit at least one target, you gain a +2 bonus to attack rolls with melee Swordmage powers until the end of your next turn.
Class, Mobility, Triggered
Prerequisites: Avenger class, Censure of Pursuit feature, swear enmity class power
Benefit: When you hit your oath target with a ranged attack, you can shift a number of squares equal to your Dexterity modifier as a free reaction. You must end this shift closer to the target than you started it.
Poison, Power Enhancement, Racial
Prerequisites: Drow race, cloud of darkness racial power
Benefit: Your cloud of darkness racial power gains the Poison keyword. When a creature other than you starts its turn within your cloud, it takes poison damage equal to 2 + your [Intelligence or Charisma] modifier.
The poison damage increases to 4 + your [Intelligence or Charisma] modifier at 21st level.
Class, Concealment, Combat Advantage, Racial, Triggered
Prerequisites: Tiefling race, Warlock class, Shadow Walk feature
Benefit: When an enemy hits you with a melee attack while you have concealment granted by your Shadow Walk, you gain combat advantage against that enemy until the end of your next turn.
Power Enhancement, Racial
Prerequisites: Drow race, Lolthtouched trait
Benefit: You can choose to use your cloud of darkness racial power as a close burst 2 instead of burst 1.
Your darkfire racial power becomes ranged 15 instead of ranged 10.
Class, Skill Enhancement
Prerequisites: Sorcerer class, Wild Magic feature
Benefit: Once per encounter when you make a skill check as part of a skill challenge, choose highs or lows.
If the result of the d20 roll is within the chosen range, you earn one success for that skill challenge regardless of the check result itself.
Background, Damage Resistance
Benefit: You gain resist cold equal to one-half your level (minimum 1).
Condition Infliction, Power Enhancement, Racial
Prerequisites: Genasi race, earthshock racial power
Benefit: When you knock a creature prone with your earthshock racial power, you can choose the remove the creature from play until the start of that creature's next turn.
Defense
Benefit: You gain a +1 bonus to all defenses against attacks made at least 5 squares away from you.
Class, Defense
Prerequisites: Swordmage class
Benefit: You gain a +2 bonus to all defenses against reactive strikes triggered by using Swordmage ranged and area powers.
In addition, when you use a Swordmage melee power, you do not provoke reactive strikes for using arcane ranged and area powers until the end of your next turn.
Class, Initiative, Support
Prerequisites: Intelligence 15, Wisdom 15 or Charisma 15; Warlord class, Combat Leader feature
Benefit: The bonus to initiative granted by your Combat Leader feature increases by one-half your [Intelligence, Wisdom or Charisma] modifier.
Attack Bonus, Miss Mitigation, Reactive Strikes
Benefit: Whenever you miss an enemy with a melee attack, you gain a +2 bonus to triggered attack rolls against that enemy until the start of your next turn.
Healing, Skill Enhancement
Prerequisites: trained in Heal
Benefit: You gain a +2 feat bonus to Heal checks.
Also, you can administer first aid to stabilize a dying creature as a minor action instead of a standard action.
Class, Racial, Teamwork, Triggered
Prerequisites: Half-elf race, Fighter class, enforce challenge class power
Benefit: When you use your enforce challenge class power, you can choose to let an ally make a melee basic attack against the triggering enemy as a free interrupt instead of the power's normal effects.
The ally must be able to take actions to make the attack.
Class, Combat Advantage, Teamwork, Triggered
Prerequisites: Rogue class
Benefit: Whenever one of your allies hits an enemy with a reactive strike, you gain combat advantage against that enemy until the end of your next turn.
Attack Bonus, Reactive Strikes, Triggered
Prerequisites: Dexterity 13
Benefit: You gain a +1 bonus to attack rolls on reactive strikes.
Starting at 11th level, this bonus applies to all triggered attack instead.
Class, Multiclassing, Power Enhancement
Prerequisites: Bard class
Benefit: When you use any attack power gained through multiclassing, paragon multiclassing, or the Half-elf Dilettante racial trait, you can use Charisma for the attack rolls instead of the ability modifier normally used to make the attack.
You still use the normal ability score to determine damage, if any.
Channel Divinity, Class, Power Repertoire, Undead-hunting, Worship
Prerequisites: any divine class, must worship Vecna, Channel Divinity power that targets undead
Benefit: You gain the command undead Channel Divinity power.
Feat
Attack
Command Undead
EncounterStandard Action
You compel an undead creature to become your slave for a moment
Channel Divnity, Divine, Implement
Attack:  Close burst 5  (one undead creature in the burst)
Wisdom vs. Will
Level 21:  Close burst 10
Hit:  You slide the target up to a number of squares equal to 2 + your [Wisdom or Charisma] modifier, and the target is immobilized until the end of your next turn.
The target makes a melee basic attack against one target of your choice.
Until the end of your next turn, any enemies that ends its turn adjacent to the target takes damage equal to 5 + your implement's enhancement bonus. If the target's melee basic attack has a damage type, this damage is of the same type or types.
Level 11:  Equal to 8 + your implement's enhancement bonus.
Level 21:  Equal to 11 + your implement's enhancement bonus.
Miss:  The target is dazed until the end of your next turn.
Attack Bonus, Class, Power Enhancement, Saving Throws, Skill Enhancement, Support, Triggered
Prerequisites: Deva race, Warlord class, memory of a thousand lifetimes racial power
Benefit: Whenever an ally within 10 squares of you makes an attack roll, saving throw, or skill check, you can expend your memory of a thousand lifetimes racial power as a free interrupt to add the power's bonus to the roll.
Class, Summoning, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: Once per round while you are in beast form, you can use a free action to give one of your summoned creatures a command that normally takes a minor action.
Class, Forced Movement, Marking
Prerequisites: Paladin class
Benefit: Whenever you subject an enemy adjacent to you to your Divine Sanction, you can slide that enemy 1 square as a free reaction.
Class, Racial, Second Wind, Support, Temporary Hit Points
Prerequisites: Half-elf race, Leader role, Group Diplomacy trait
Benefit: Whenever an ally within 10 squares of you uses his or her second wind, that ally also gains 4 temporary hit points.
The temporary hit points increase to 8 at 11th level, and to 12 at 21st level.
Class, Concealment, Power Enhancement, Racial, Support
Prerequisites: Revenant race, Assassin class, dark reaping racial power
Benefit: When you use your dark reaping racial power, you and each ally within 5 squares of you gains concealment until the end of your next turn.
Condition Infliction, Lightning, Power Enhancement, Racial, Thunder
Prerequisites: Dragonborn race, Thundering Breath feat, dragon breath racial power that deals lightning damage
Benefit: When you use your Thundering Breath feat, you also daze each target that you hit with your dragon breath racial power.
Fire, Power Enhancement, Racial
Prerequisites: Dragonborn race, Burning Breath feat, dragon breath racial power that deals fire damage
Benefit: When you use your dragon breath that deals fire damage, you can choose to give it the Zone keyword and make its area a zone of flames that lasts until the end of your next turn.
Each creature that starts its turn in or enters the zone takes fire damage equal to 10 + your Constitution modifier. A creature a can only take this damage once per turn.
If your dragon breath racial power's attack only targets enemies, this zone also only affects enemies.
Attack Penalty, Luck, Power Enhancement, Racial
Prerequisites: Halfling race, second chance racial power, must worship Avandra
Benefit: When you use your second chance racial power and the triggering attack misses, that enemy takes a -2 penalty to attack rolls until the end of its next turn.
Class, Mobility, Teamwork
Prerequisites: Monk class
Benefit: You can use a move action to switch places with an adjacent ally. This counts as a shift for both of you.
If one of you has a larger space than the other, he or she can choose how to position as long as as long as he or she covers all of the other's previous space. The one with the smaller space can position himself or herself anywhere inside the larger one's previous space.
Class, Condition Infliction, Power Enhancement, Support
Prerequisites: Psion class, distract class power
Benefit: When you use your distract class power, you don't trigger a reactive strike from the target, and the target also cannot take opportunity actions while it is affected by the power.
Background, Skill Enhancement
Prerequisites: trained in Streetwise
Benefit: When you make a Streetwise check, you can roll twice and take the higher result.
Class, Grapple, Shapechange, Skill Enhancement
Prerequisites: Druid class, wild shape class power
Benefit: You gain a +2 bonus on skill checks to escape.
Whenever a creature you are grabbing while in beast form fails to escape, it takes damage equal to your [Constitution or Dexterity] modifier.
This damage increases to 5 + your [Constitution or Dexterity] modifier at 11th level, and to 10 + your [Constitution or Dexterity] modifier at 21st level.
Class, Fire, Ongoing Damage, Triggered
Prerequisites: Sorcerer class with Dragon Magic feature, Warlock class with Infernal Pact feature, Wizard class with Evocation Specialization feature or any divine class that must worship a deity with either the Destruction or Fire domain
Benefit: Whenever you hit a target vulnerable to or another weakness to fire with a Fire attack power from a qualifying class, the target takes ongoing 5 fire damage (save ends) in addition to the attack's normal effects. If the attack already causes ongoing fire damage, increase it by 5 instead.
This ongoing damage increases to 10 at 21st level.
Class, Marking, Triggered
Prerequisites: Paladin class, divine challenge class power
Benefit: When you hit an enemy marked by your divine challenge class power, you also subject one enemy adjacent to the target to your Divine Sanction. This sanction lasts until the start of your next turn.
Attack Bonus, Damage Bonus, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power
Benefit: Choose an ability score.
You use the chosen ability modifier for attack rolls and damamage rolls with your dragon breath racial power instead of the ability score you chose during character generation.
Class, Combat Advantage, Forced Movement
Prerequisites: Controller role
Benefit: When you pull, push or slide a target that is granting combat advantage to you, you can increase the distance by 1 square.
Attack Penalty, Class, Mobility, Power Enhancement, Racial, Support, Triggered
Prerequisites: Halfling race, Bard class, second chance power
Benefit: You can also use your second chance racial power when an attack hits an ally within 10 squares of you.
If you do, the ally gains all the benefits from the power that you normally would.
In addition, if the triggering attack misses, you can slide that ally a number of squares equal to your Dexterity modifier.
Attack Bonus, Teamwork, Triggered
Benefit: When you use an Implement power that has a burst or blast area and targets either all enemies or all creatures in the area, you gain a +1 bonus to all attack rolls with the power if at least one ally is within the burst or blast.
An ally in the area can use an immediate interrupt to increase this bonus to +2 against one enemy adjacent that ally.
Animal Companion, Class, Damage Bonus, Reactive Strikes, Teamwork
Prerequisites: Ranged class, Beast Mastery feature
Benefit: If both you and your beast companion threaten an enemy that provokes a reactive strike, the one that makes the attack deals +2 additional damage.
This additional damage increases to +4 at 11th level, and to +6 at 21st level.
Class, Mobility, Saving Throws, Skill Enhancement, Weapon Specialization, Worship
Prerequisites: Paladin class or Swordmage class; proficiency with the longsword, must worship Corellon
Benefit: You gain a +2 feat bonus to Heal checks.
Also, on your turn, if you hit an enemy with an attack associated with this feat while using a longsword, you gain a +2 power bonus to saving throws you make at the end of your current turn.
If you ended your turn more than 2 squares away from where you started, the power bonus increases to +5.
Associated Powers: greenflame blade (swordmage at-will), holy strike (paladin at-will)
Class, Mobility, Skill Enhancement, Weapon Specialization, Worship
Prerequisites: Avenger class, Cleric class or Paladin class; proficiency with the longsword, must worship Corellon
Benefit: You gain a +2 feat bonus to Athletics checks.
Also, once per turn when you hit an enemy with an attack power associated with this feat while using a longsword, you can move 2 squares as a free reaction.
If you are immobilized or restrained, you can instead use a move action to move 2 squares, despite those conditions.
Associated Powers: leading strike (avenger at-will), righteous brand (cleric at-will), valiant strike (paladin at-will)
Class, Healing, Mobility, Skill Enhancement, Weapon Specialization, Worship
Prerequisites: Bard class or Cleric class; proficiency with the longsword, must worship Corellon
Benefit: You gain a +2 feat bonus to Endurance checks.
Also, when you hit an enemy with an attack power associated with this feat while using a longsword, you activate an Aura 1 (Divine, Healing) until the end of your next turn.
Whenever you or an ally in the aura spends a healing surge, you and each ally in the aura regain 1 hit point.
If you ended your turn more than 2 squares away from where you started, this becomes an Aura 2 instead.
The hit points regained increase to 2 at 11th level, and to 3 at 21st level.
Associated Powers: recovery strike (cleric at-will), war song strike (bard at-will)
Class, Mobility, Skill Enhancement, Weapon Specialization, Worship
Prerequisites: Avenger class or Swordmage class; proficiency with the longsword, must worship Corellon
Benefit: You gain a +2 feat bonus to Acrobatics checks.
Also, when you hit an enemy with an attack power associated with this feat while using a longsword, you can ignore difficult terrain while shifting until the end of current turn.
Associated Powers: luring strike (swordmage at-will), overwhelming strike
Class, Mobility, Skill Enhancement, Temporary Hit Points, Weapon Specialization, Worship
Prerequisites: Avenger class or Swordmage class; proficiency with the longsword, must worship Corellon
Benefit: You gain a +2 feat bonus to Endurance checks.
Also, once per turn, when you hit an enemy with an attack power associated with this feat while using a longsword, you gain 5 temporary hit points.
These temporary hit points increase to 10 at 11th level, and to 15 at 21st level.
If you moved more than 2 squares away from where you started your turn before making the attack, you gain half the temporary hit points even on a miss.
Associated Powers: booming blade (swordmage at-will), focused fury (avenger at-will)
Class, Mobility, Skill Enhancement, Weapon Specialization, Worship
Prerequisites: Avenger class or Swordmage class; proficiency with the longsword, must worship Corellon
Benefit: You gain a +2 feat bonus to Athletics
Also, when you hit an enemy with an attack power associated with this feat while using a longsword, you gain a climb speed until the end of your current turn. The climb speed equals your speed -2.
If you moved more than 2 squares away from where you started your turn before making the attack, the climb speed lasts until the end of your next turn instead.
Associated Powers: bond of pursuit (avenger at-will), luring strike (swordmage at-will)
Class, Dying, Mobility, Saving Throws, Skill Enhancement, Support, Weapon Specialization, Worship
Prerequisites: Bard class or Cleric class; proficiency with the longsword, must worship Corellon
Benefit: You gain a +2 feat bonus to Heal checks.
Also, when you hit with an attack power associated with this feat while using a longsword, dying allies adjacent to you gain a +5 power bonus to their next death saving throw.
If you moved more than 2 squares away from where you started your turn before making the attack, the allies can roll twice and use the higher result.
Associated Powers: priest's shield (cleric at-will), war song strike (bard at-will)
Attack Bonus, Class, Damage Bonus, Defense, Demon-hunting, Drow-hunting, Flanking, Orc-hunting, Spider-hunting, Support
Prerequisites: Intelligence 15, Eladrin race or Elf race; any martial class
Benefit: You gain the following benefits with at-will melee Weapon attacks against demons, drow, orcs and spiders:
► You deal an additional +2 damage.
► You add one-half your Intelligence modifier (minimum +1) on attack rolls when flanking.
Also, you add your Intelligence modifier (minimum +2) as a bonus to to AC against reactive strikes by demons, drow, orcs and spiders.
In addition, if you grant an ally a melee attack against a demon, drow, orc, or spider, he or she deals +2 additional damage.
Both additional damages increase to +3 at 11th level, and to +4 at 21st level.
Attack Bonus, Class, Miss Mitigation
Prerequisites: Ranger class, hunter's quarry feature
Benefit: If you miss your quarry with an attack, you gain a +2 bonus to your next attack roll against it.
If you miss your next attack, you have a +4 bonus to attack rolls against your quarry until you hit it.
Acid, Defense Penalty, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power that deals acid damage
Benefit: Each creature that you hit with your acid damage-dealing dragon breath racial power takes a -2 penalty to AC until the end of your next turn.
Spellscar
Defense Penalty, Power Enhancement, Spellscar
Benefit: Whenever you hit a creature with an encounter or daily attack power, that creature takes a -1 penalty to one defense the attack targeted. The penalty lasts until the end of your next turn.
If you have the Student of the Plague feat, increase the penalty to -2.
Attack Bonus, Class, Necrotic, Support, Worship
Prerequisites: any divine class, must worship Vecna
Benefit: When you use a divine encounter or daily attack power that has the Necrotic keyword, you also create a zone of corruption in a close burst 1. The zone lasts until the end of your next turn.
Bright light in the zone is reduced to dim light.
Allies in the zone gain a +1 power bons to attack rolls with Necrotic powers.
Class, Forced Movement, Saving Throws, Weapon Specialization
Prerequisites: Sorcerer class, Cosmic Magic feature, Sorcerous Blade Channeling feat
Benefit: Once per round, when you hit with an attack using Sorcerous Blade Channeling, you gain a benefit based on your current phase. Resolve the benefit at any point of the hit effect.
Phase of the Sun: You push the target 1 square. If the attack already pushes, increase the push by 1 instead.
Phase of the Moon: You slide the target 1 square to a square adjacent to you. If the attack already slides, increase that slide by 1 instead.
Phase of the Stars: You roll a saving throw against an effect that a save can end.
Bloodline
Class, Damage Bonus, Fire, Power Enhancement, Radiant, Vistani Heritage
Prerequisites: Sorcerer class, Cosmic Magic feature, Vistani Heritage feat
Benefit: Your evil eye of the Vistani bloodline power deals fire and radiant damage equal to your Cosmic Power damage bonus, and gains the Fire and Radiant keywords.
Class, Concealment, Damage Resistance, Saving Throws
Prerequisites: Sorcerer class, Cosmic Magic feature
Benefit: Whenever you hit at least one enemy with a Sorcerer at-will attack power, you gain a benefit based on your current phase in the cosmic cycle. This benefit applies after the attack is resolved.
Phase of the Sun: You can roll a saving throw against an effect that a save can end.
Phase of the Moon: You gain concealment until the end of your next turn.
Phase of the Stars: You become insubstantial until the end of your next turn or until you are hit by an attack, whichever comes first.
Class, Damage Bonus, Marking
Prerequisites: Warden class, Nature's Wrath feature
Benefit: When you mark three or more enemies with Nature's Wrath, you gain a +2 bonus to Weapon damage rolls against creatures marked by you. The bonus lasts until the start of your next turn.
This damage bonus increases to +3 at 11th level, and to +4 at 21st level.
Saving Throws, Support, Triggered
Benefit: Whenever you succeed on a saving throw to end an effect, the next ally to make a saving throw within 5 squares of you before the start of your next turn gains a +4 bonus to that saving throw.
Team
Saving Throws, Teamwork
Benefit: You gain a +2 feat bonus to saving throws against Charm effects and Fear effects.
This bonus increases by +1 for each member of your Team within 10 squares who is bloodied or has this feat, to a maximum of +5.
Multiclass
Attack Bonus, Multiclass Ranger
Prerequisites: any Ranger multiclass feat, Ranger paragon multiclass
Benefit: You gain the Ranger feature Prime Shot.
Bloodline
Channel Divinity, Power Recovery, Vistani Heritage
Prerequisites: Channel Divinity feature, Vistani Heritage feat
Benefit: As a free action, you can expend your use of Channel Divinity to regain the use of your evil eye of the Vistani bloodline power.
Class, Power Enhancement, Racial
Prerequisites: Dragonborn race, Invoker class, Divine Covenant feature, dragon breath racial power
Benefit: Your dragon breath racial power gains the Divine keyword.
In addition, when you use an Invoker at-will attack power that has a burst area of effect, you can choose to make the power a close blast 3 instead. All other effects of the power remain the same.
Class, Damage Resistance, Undead-hunting, Worship
Prerequisites: Invoker class, must worship the Raven Queen
Benefit: When you hit an undead creature with a divine encounter or divine daily power, you gain resist necrotic equal to your [Constitution or Intelligence] modifier until the start of your next turn.
This resist increases to 5 + your [Constitution or Intelligence] modifier at 21st level.
Class, Forced Movement, Racial
Prerequisites: Githzerai race, Invoker class
Benefit: When you push, pull, or slide a target with a divine power, you can add 1 square to that forced movement.
Class, Mobility, Reactive Strikes, Support
Prerequisites: Warlord class
Benefit: When an enemy provokes a reactive strike from you, you can take an opportunity interrupt to slide an ally that is adjacent to the provoking enemy a number of squares equal to your Intelligence modifier to a square that is not adjacent to the provoking enemy.
Also, when you make a reactive strike, an ally adjacent to the target can use a free reaction to shift a number of squares equal to 1 + your Intelligence modifier if you hit, or half as many squares if you miss. In either case, the ally must end the shift in a square that is not adjacent to the target enemy.
Class, Condition Infliction, Forced Movement, Power Enhancement
Prerequisites: Monk class, Stone Fist feature
Benefit: When you hit an enemy with a daily attack power, the enemy is also slowed (save ends).
If the attack already slows the enemy, you instead slide the enemy 2 squares.
Class, Healing, Power Enhancement, Racial
Prerequisites: Constitution 15, Goliath race, Warlord class, draw inspiration class power
Benefit: When you or an ally uses your draw inspiration class power, he or she regains additional hit points equal to your Constitution modifier.
Class, Damage Bonus, Weapon Specialization
Prerequisites: Monk class, Flurry of Blows feature
Benefit: While you are wielding a club, you gain a +2 bonus to the damage deals by your Flurry of Blows power.
Equipment, Rituals
Prerequisites: Ritual Caster feat, enchant magic item ritual, one other creation ritual
Benefit: Three times per day, you can perform a ritual on half the normal time if that ritual normally requires between 1 minute and 24 hours to perform.
Also, you can perform the enchant magic item ritual as if your level was two higher.
In addition, if you have the Alchemist feat, you can make alchemical items as if your level was two higher.
Racial, Skill Enhancement, Support
Prerequisites: Svirfneblin race, trained in Athletics
Benefit: You gain a +3 feat bonus to Athletics check to climb.
Also, whenever you make a Dungeoneering check, or an Athletics check to climb, one ally adjacent to you gains a +2 bonus the next time he or she makes the same kind of check before the end of your next turn.
Action Point, Class, Damage Bonus, Racial
Prerequisites: Human race, Assassin class, assassin's shroud power
Benefit: When you spend an action point, you subject your assassin's shroud target to an additional shroud.
Class Combination, Damage Bonus
Prerequisites: Paladin class, Warlock class, bestow curse class power
Benefit: Against a creature under your Divine Sanction, you use d10s for your extra curse damage.
Class Combination, Damage Bonus
Prerequisites: Paladin class, Warlock class
Benefit: You gain a +2 bonus to damage rolls with Paladin powers against creatures under your curse.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Condition Infliction, Damage Bonus, Mobility Hindrance
Prerequisites: Warden class
Benefit: When you immobilize or slow an enemy with a Weapon attack using a hammer or mace, that enemy takes +2 extra damage.
This extra damage increases to +3 at 11th level, and to +4 at 21st level.
Class, Critical, Damage Bonus
Prerequisites: Rogue class, Sneak Attack feature
Benefit: If you score a critical hit with a weapon that you can Sneak Attack with, you can apply your Sneak Attack dice as critical dice. You can do this even if you do not have combat advantage or have already used your Sneak Attack this turn.
This does not allow you to deal Sneak Attack twice to the same target on the same attack.
Critical, Ongoing Damage, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power
Benefit: When you score a critical hit with your dragon breath racial power, the target takes ongoing 5 damage (save ends).
The ongoing damage is the same type (or types) as the damage from your breath.
The ongoing damage increases to 10 at 21st level.
Class, Critical, Damage Bonus
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: If you score a critical hit with a Warlock power, you can apply your extra curse damage as critical damage. You can do this even if the target is not under your curse or you have already dealt your extra curse damage this turn.
This does not allow you to deal your extra curse damage twice to the same target on the same attack.
On the same turn that you score a critical hit, you can curse that target as a free action.
Class, Critical, Power Recovery, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: Once per encounter, when you score a critical hit with an at-will psionic power that is unaugmented, you regain 1 power point.
Critical, Damage Bonus
Benefit: When you score a critical hit with a melee or ranged attack, the attack deals +2 extra damage and you gain a +2 bonus to damage rolls against that creature until the end of the encounter.
Both bonuses increase to +3 at 21st level.
Bloodied, Class, Defense, Power Enhancement, Support
Prerequisites: Ardent class, Mantle of Clarity feature, ardent surge class power
Benefit: When you use your ardent surge class power, a bloodied target gains a +3 bonus to all defenses instead of a +1 bonus.
Class, Implement Specialization, Proficiency Gain, Weapon Specialization
Prerequisites: Artificer class
Benefit: You gain proficiency in crossbows as an implement.
Attack Bonus, Weapon Specialization
Benefit: You ignore partial cover and superior cover with Weapon attacks you make with a crossbow.
Mobility, Racial, Skill Enhancement
Prerequisites: Shifter race
Benefit: You gain a +2 feat bonus to Athletics and Acrobatics checks.
Also, you ignore difficult terrain when you run or charge.
Basic Attack, Class, Combat Advantage, Ongoing Damage
Prerequisites: Wisdom 15, any martial class
Benefit: When you make a melee basic attack on your turn and have combat advantage for the attack, on a hit the target also takes ongoing damage equal to your Wisdom modifier (save ends).
The ongoing damage increases to 3 + your Wisdom modifier at 21st level.
Class, Combat Advantage
Prerequisites: Assassin class, assassin's shroud class power
Benefit: You have combat advantage against targets subject to at least two of your shrouds.
Class, Mobility, Triggered
Prerequisites: Warlock class, Fey Pact feature
Benefit: When an enemy fails a saving throw against an effect bestowed by one of your arcane powers, you can shift 1 square as a free reaction.
Bloodied, Damage Bonus, Reactive Strikes, Teamwork
Prerequisites: Charisma 13
Benefit: While you are adjacent to a bloodied ally, your reactive strikes deal extra damage equal to your Charisma modifier.
Channel Divinity, Class, Damage Bonus, Marking, Mark Punishment, Triggered
Prerequisites: Strength 21, Wisdom 15, Paladin class, divine strength Channel Divinity power
Benefit: When you use your divine strength Channel Divinity power, the next enemy you attack before the end of your next turn is subject to your Divine Sanction until the end of the encounter.
While it remains subject to this sanction, add your Wisdom modifier to the damage it takes from the Divine Sanction.
Class, Damage Resistance, Power Enhancement
Prerequisites: Invoker class, maledictor's doom Channel Divinity power
Benefit: When you target an enemy with your maledictor's doom class power, the enemy takes a penalty to damage rolls equal to your Wisdom modifier unil the end of your next turn.
The penalty increases to 2 + your Wisdom modifier at 11th level, and to 4 + your Wisdom modifier at 21st level.
Class, Damage Bonus, Second Wind
Prerequisites: Warden class, Earthstrength feature
Benefit: When you use your second wind, you gain a bonus to Weapon damage rolls equal to your Constitution modifier until the end of your next turn.
The bonus increases to 2 + your Constitution modifier at 11th level, and to 4 + your Constitution modifier at 21st level.
Class, Damage Bonus, Grapple
Prerequisites: Strength 21, Fighter class
Benefit: Each round you sustain a grab on your turn, the target takes damage equal to 4 + your Strength modifier.
This increases to 8 + your Strength modifier at 21st level.
Class, Damage Bonus, Shapechange, Weapon Specialization
Prerequisites: Warden class
Benefit: You gain a +1 bonus to damage rolls with hammer and mace weapon attacks while in Guardian Form.
This increases to +2 at 11th level, and to +3 at 21st level.
Basic Attack, Class, Damage Bonus, Weapon Specialization
Prerequisites: any martial class
Benefit: You gain a +2 bonus to damage rolls with melee basic attacks made with the mace simple weapon.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Damage Bonus, Grapple, Triggered
Prerequisites: Fighter class, Brawler Training feature
Benefit: Whenever an enemy grabbed by you attempts to escape the grab and fails, it takes damage equal to 5 + your Dexterity modifier.
This damage increases to 10 + your Dexterity modifier at 21st level.
Class, Psychic, Racial
Prerequisites: Shardmind race, any psionic class
Benefit: Your attacks ignore 5 points of resist psychic.
This increases to 10 at 11th level, and to 15 at 21st level.
Bloodied Enemy, Class, Combat Advantage, Damage Bonus
Prerequisites: Striker role
Benefit: When you have combat advantage against a bloodied or weakened enemy, you gain a +2 bonus to melee damage rolls against that enemy.
This bonus increases to +4 at 21st level.
Class, Combat Advantage, Racial, Skill Enhancement, Support
Prerequisites: Changeling race, Artificer class, changeling trick racial power
Benefit: You can make an Arcane check instead of a Bluff check as part of your changeling trick racial power.
Also, when you use an Artficer melee attack power and hit an enemy granting you combat advantage, that enemy grants combat advantage to your allies until the start of your next turn.
Class, Defense, Support
Prerequisites: Intelligence 19, Warlord class
Benefit: Whenever you use a warlord power to slide an ally, that ally gains a +2 bonus to AC until the end of your next turn.
If you have the Skirmishing Presence class feature, this bonus also applies when you use a warlord power that allows an ally to shift.
Combat Advantage
Benefit: You gain combat advantage against an adjacent enemy when it is the only creature adjacent to you and you are the only creature adjacent to it.
Class, Comba Advantage, Damage Bonus, Power Enhancement, Racial
Prerequisites: Tiefling race, Rogue class
Benefit: If you have combat advantage against the target of your infernal wrath racial power, you deal additional damage equal to your Dexterity modifier.
This additional damage increases to 3 + your Dexterity modifier at 11th level, and to 6 + your Dexterity modifier at 21st level.
Class, Critical, Teleportation
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: When you score a critical hit against a creature under your curse, you can teleport it 3 squares as a free reaction.
Class, Combat Advantage, Support
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: When you hit or miss an enemy under your curse, that enemy grants combat advantage for the first attack one of your allies makes against it. The attack must come before the start of your next turn.
Bloodied, Class, Damage Bonus, Racial
Prerequisites: Dragonborn race, Warlock class, Warlock's Curse feature
Benefit: While you are bloodied, your extra curse damage increases by your Strength modifier.
This increase becomes 2 + your Strength modifier at 11th level, and 4 + your Strength modifier at 21st level.
Class, Condition Infliction, Radiant
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: When you hit a foe under your curse with a Radiant encounter or daily Warlock attack, you can forgo dealing your curse damage to instead cause the target to become blinded until the end of your next turn.
Bloodied Enemy, Class, Combat Advantage
Prerequisites: Drow race, Warlock class, Warlock's Curse feature
Benefit: You gain combat advantage against bloodied enemies under your curse.
Class Combination, Concealment, Damage Resistance, Mobility, Teleportation
Prerequisites: Assassin class, Warlock class
Benefit: On your turn, when you have concealment from the Shadow Walk feature, you are insubstantial.
Also, you can use shadow step without meeting the requirement, but must end the teleportation adjacent to a creature under your curse.
Class, Damage Bonus
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: Your extra curse damage increases by an ability modifier depending on your pact:
Dark Pact, Fey Pact: Dexterity modifier.
Elemental Pact, Infernal Pact, Sorcerer-King Pact: Constitution modifier.
Star Pact, Vestige Pact: Intelligence modifier.
Multiclass
Multiclass Cutthroat, Skill Enhancement, Skill Training, Stealth
Prerequisites: trained in Bluff
Benefit: You gain training in the Stealth skill.
Also, you can use a minor action instead of a standard action to make a Bluff check to create a diversion to hide.
In addition, you can learn the following powers as multiclass powers of the indicated level:
Cutthroat
Attack 3
Sudden Retaliation
EncounterImmediate Interrupt
Faster than the eye can follow, you retaliate against those attacking you or your allies
Fear, Martial
Prerequisite:  You must have training in the Intimidate skill
Trigger:  An enemy targets you or an ally
Personal
Effect:  You make an at-will melee or ranged attack against the triggering enemy. On a hit, the enemy takes a -2 penalty to attack rolls until the start of its next turn.
Level 17:  If you know this power as an encounter attack power of 17th level or higher, the attack you make deals an additional +1[W] damage, or an additional +1d8 if it is not a Weapon attack.
Cutthroat
Utility 6
Cutthroat's Scrutiny
EncounterMinor Action
Studying your opponent, you search for a weakness you can take advantage of
Martial
Target:  Ranged sight  (one creature you can see)
Effect:  The target grants combat advantage to you until the end of your next turn.
Until the end of the encounter, while you have combat advantage against the target, you can score a critical hit against it on a natural roll of 19 or 20.
Cutthroat
Attack 9
Quick Kill
DailyNonaction Interrupt
You slip from the shadows unseen, striking before the enemy knows what happened
Martial
Trigger:  You hit with a creature that cannot sense your current location with an at-will melee or ranged attack
Special
Effect:  The triggering attack deals an additional +2[W] damage, or an additional +2d8 damage if it is not a Weapon attack.
Level 25:  If you know this power as a daily attack power of 25th level or higher, the triggering attack deals an additional +6[W] or +6d8 damage instead.
Class, Forced Movement, Support
Prerequisites: Shaman class, World Speaker Spirit feature
Benefit: When you or an ally pushes, pulls or slides a target and the target starts the forced movement adjacent to your spirit companion, increase the distance by 1 square.
Starting at 21st level, you can increase the forced movement by 1 square as long as target passes through a square adjacent to your spirit companion.
Multiclass
Damage Bonus, Multiclass Fighter, Skill Training, Two-weapon Fighting
Prerequisites: Strength 13 or Dexterity 13
Benefit: You gain training in one skill from the fighter's class skill list.
Also, once per encounter as a free action on your turn, you can gain a +1 bonus to melee and close Weapon damage rolls until the end of your current turn. You must be wielding two melee weapons and wearing chainmail, light armor or no armor to gain this benefit.
This damage bonus increases to +2 at 11th level, and to +3 at 21st level.
Power Enhancement, Racial, Saving Throws, Triggered
Prerequisites: Githzerai race, iron mind racial power
Benefit: When you are subected to an effect that a save can end, you can expend your iron mind racial power as an immediate interrupt to make a saving throw against the triggering effect with a +5 bonus. If you do, you do not gain the normal benefits of the power.
Class, Mark Punishment, Teleportation
Prerequisites: Warden class, warden's grasp class power
Benefit: When you use your warden's grasp class power, you can teleport 2 squares to a square closer to the triggering enemy instead of sliding it. The power otherwise has its normal effect.
This increases to teleport 3 squares at 21st level.
Attack Bonus, Class, Damage Bonus, Racial, Weapon Specialization
Prerequisites: Eladrin race, Monk class, Flurry of Blows feature
Benefit: While wielding a longsword, you gain a +1 bonus to attack rolls with Monk attack powers.
Also, if you wield a longsword in two hands, you add +1 to the damage dealt by your Flurry of Blows power.
Initiative
Benefit: When you make an initiative check, roll twice and take the higher result.
Class, Damage Bonus, Support, Triggered
Prerequisites: Warlord class, draw inspiration class power
Benefit: When an ally uses your draw inspiration class power, he or she can choose to take advantage of this feat.
If the ally does, he or she deals +4 additional damage with the first attack he or she makes before the end of his or her current turn, but grants combat advantage to all attackers until the start of his or her next turn.
The additional damage increases to +6 at 11th level, and to +8 at 21st level.
Class, Combat Advantage, Damage Bonus, Triggered
Prerequisites: Charisma 13; any martial class or Monk class
Benefit: You gain the following benefits with at-will Martial attacks or monk at-will attacks:
► If an enemy hits you with an attack triggered by your movement, you gain a +1 bonus to damage against that creature until the end of your current turn.
► If an enemy hits you when it has combat advantage for the attack, you gain a +1 bonus to damage against that creature until the end of your next turn.
These bonuses stack with each other. Both bonuses increase to +2 at 11th level, and to +3 at 21st level.
Power Enhancement, Racial, Temporary Hit Points
Prerequisites: Revenant race, dark reaping racial power
Benefit: When you deal damage with your dark reaping racial power, you gain temporary hit points equal to the necrotic damage that the target took.
Damage Bonus, Necrotic, Psychic
Prerequisites: Constitution 13, Wisdom 13
Benefit: You gain a +1 bonus to damage rolls with powers that have the Necrotic or Psychic keyword.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Class, Forced Movement, Power Enhancement, Racial
Prerequisites: Revenant race, Invoker class, dark reaping racial power
Benefit: When you apply the damage from your dark reaping racial power to a creature, you can pull that creature a number of squares equal to your [Constitution or Intelligence] modifier (minimum 1 square).
Class, Damage Resistance, Power Enhancement, Worship
Prerequisites: Cleric class, healing word class power, must worship the Raven Queen
Benefit: When you use your healing word class power, you can choose to forgo the additional dice of healing to instead grant the target resist 5 necrotic until the end of your turn.
This resistance increases to 10 at 11th level, and to 20 at 21st level.
Action Point, Class, Rituals, Skill Enhancement
Prerequisites: Warlock class, Daughter's Promises feat
Benefit: Each time you complete an encounter without using your Action Point, you gain a +2 cumulative bonus to all skill checks related to performing a ritual.
Multiclass
Damage Resistance, Multiclass Assassin, Power Repertoire
Prerequisites: Shadow Initiate feat, Assassin paragon multiclass
Benefit: You gain the shade form Assassin class power.
Class, Damage Resistance, Power Enhancement, Psionics, Racial, Teleportation
Prerequisites: Shadar-kay race, shadow jaunt racial power, any psionic class, Psionic Augmentation feature
Benefit: Your shadow jaunt racial power gains the Augmentable keyword and the following augmentation:
Augment 1: You add 2 squares to the distance you can teleport, and you remain insubstantial until the end of your next turn.
Attack Bonus, Class, Power Enhancement, Racial, Skill Enhancement
Prerequisites: Deva race, memory of a thousand lifetimes racial power, any shadow class
Benefit: When you use your memory of a thousand lifetimes racial power to enhance a Stealth check, or to enhance an attack roll of a shadow power, you add +1 to the result.
Mobility, Racial
Prerequisites: Drow race, darkfire racial power
Benefit: If you are adjacent to a target affected by your darkfire racial power, you can shift 2 squares when you step.
If you use a power that allows you to shift while you are adjacent to a target affected by your darkfire racial power, you can shift 1 additional square.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Drow race, any arcane class, darkfire racial power
Benefit: When you hit a target with your darkfire racial power and are wielding an implement you are proficient with, the target takes damage equal to twice your implement's enhancement bonus.
This damage increases to 2 + twice your implement's enhancement bonus at 11th level, and to 4 + twice your implement's enhancement bonus at 21st level.
Class, Kill Effect, Power Recovery, Racial
Prerequisites: Drow race, darkfire racial power; any martial class or Striker role
Benefit: When you reduce the target of your darkfire racial power to 0 hit points or less with a melee or ranged attack, you regain the use of darkfire.
Class, Combat Advantage, Mark Punishment, Power Enhancement, Racial
Prerequisites: Drow race, Fighter class, darkfire racial power
Benefit: When you target a creature marked by you with a melee attack, you can use your darkfire racial power against that creature as a free interrupt. Using darkfire in this way doesn't provoke reactive strikes for using a ranged power.
Class, Damage Bonus
Prerequisites: Drow race, darkfire racial power; Ranger class or Rogue class
Benefit: Whenever you you deal Sneak Attack or Hunter's Quarry damage to the target of your darkfire racial power, you deal additional damage equal to the ability modifier you use for your darkfire's attack roll.
This additional damage increases to 2 + ability modifier at 11th level, and to 4 + ability modifier at 21st level.
Damage Bonus, Poison, Power Enhancement, Racial
Prerequisites: Drow race, darkfire racial power
Benefit: When you hit a creature with your darkfire racial power, that creature gains vulnerable 3 poison until the end of the encounter.
This increases to vulnerable 5 at 21st level.
Class, Power Enhancement, Teamwork, Temporary Hit Points
Prerequisites: Charisma 15, Drow race, any divine class, darkfire racial power
Benefit: Whenever an ally hits an enemy that is under the effect of your darkfire racial power, he or she gains temporary hit points equal to your Charisma modifier.
These temporary hit points increase to 4 + your Charisma modifier at 21st level.
Power Enhancement, Racial
Prerequisites: Drow race, cloud of darkness racial power
Benefit: As long as you are within your cloud of darkness racial power, you can sustain it as a standard action.
Beginning at 21st level, you can sustain it as a move action.
Each time you sustain the power, it lasts until the end of your next turn.
Class, Perception, Power Recovery, Racial
Prerequisites: Shadar-kai race, Assassin class, shadow jaunt racial power, shade form class power
Benefit: You gain darkvision.
Also, as a free action on your turn, you can expend your shade form class power to regain the use of your shadow jaunt racial power.
Class, Cold, Damage Resistance, Necrotic, Racial
Prerequisites: Shadar-kai race, Sorcerer class, Wild Magic feature
Benefit: You can choose cold or necrotic instead of rolling a d10 for your Wild Soul feature.
Attack Bonus, Background, Luck, Skill Enhancement
Prerequisites: Tarmalune background
Benefit: When you reroll an attack roll, a skill check, or an ability check, you can choose to use this feat.
If you do, you gain a +2 bonus to the roll. However, if the second result is less than the first, you grant combat advantage to all attackers until the end of your next turn.
Class, Teleportation, Triggered
Prerequisites: Assassin class, shade form class power, shadow step class power
Benefit: Whenever you take damage from an attack while under the effects of your shade form class power, you can use your shadow step class power as a free reaction.
Background, Class, Damage Bonus, Fire, Triggered
Prerequisites: Warlock class, Infernal Pact feature, dark one's blessing class power
Benefit: Your dark one's blessing class power changes from personal to special, gains the Fire keyword, and you replace the effect with the following:
Effect: Each enemy within 1 square of the triggering enemy takes fire damage equal to your Constitution modifier + one-half your level, and you gain temporary hit points equal to one-half your level (minimum 1 temporary hit point).
Marking, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath power, trained in Intimidate
Benefit: Each creature you hit with your dragon breath racial power is marked by you until the end of your next turn.
Attack Penalty, Class, Mark Punishment
Prerequisites: Fighter class, Combat Challenge feature
Benefit: Creatures marked by you take a -3 penalty, instead of the normal -2, to attack rolls for any attack that doesn't include you as a target.
Marking, Power Enhancement, Racial
Prerequisites: Shardmind race, shard swarm racial power
Benefit: You can choose to mark any creature you affect with your shard swarm racial power.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Elf race, Assassin class, elven accuracy racial power
Benefit: You can use your elven accuracy racial power to reroll a damage roll instead of an attack roll. If you do so, you must reroll all the dice, and use the higher of the two totals.
Class, Condition Infliction, Power Enhancement
Prerequisites: Monk class, Stone Fist feature
Benefit: When you hit an enemy with a daily attack power, you also daze the enemy (save ends).
If the attack already dazes an enemy, it instead deals 5 additional damage.
This additional damage increases to 10 at 21st level.
Class, Condition Infliction, Mark Punishment
Prerequisites: Warden class, warden's fury class power
Benefit: When you hit with your warden's fury class power, instead of granting combat advantage, the target is dazed until the end of your next turn.
Channel Divinity, Class, Condition Infliction, Power Enhancement, Undead-hunting
Prerequisites: Cleric class, turn undead Channel Divinity power
Benefit: Whenever you hit an undead creature with your turn undead Channel Divinity power, you can choose to make the target dazed instead of immobilized.
Attack Bonus, Critical, Weapon Specialization
Prerequisites: Rogue class or Halfling race; proficiency with the sling
Benefit: You treat the slings as having a +3 proficiency, and the High Crit weapon property.
Critical, Damage Bonus, Weapon Specialization
Prerequisites: Strength 17, Constitution 13
Benefit: You treat all axes you are proficient with as having the High Crit weapon property.
If an axe already has the property, you deal an additional +1[W] damage on a critical when you wield it.
Combat Advantage, Forced Movement
Benefit: Whenever you pull or slide an enemy to a square adjacent to you, you gain combat advantage against that enemy until the end of your next turn.
Class, Damage Bonus
Prerequisites: Swordmage class
Benefit: Whenever you slow or immobilize a target with a Swordmage attack power that deals damage, that power deals additional damage equal to your Constitution modifier.
Class, Damage Bonus
Prerequisites: Barbarian class, Savage Rage feature
Benefit: The bonus to damage from your Savage Rage class feature increases to +2.
Channel Divinity, Class, Damage Bonus, Power Enhancement
Prerequisites: Invoker class, Covenant of Preservation feature
Benefit: When you use your preserver's rebuke Channel Divinity power, you also add your Intelligence modifier to the damage roll of the power that gains the bonus.
Class, Damage Bonus, Triggered
Prerequisites: Constitution 13, Revenant race, Warlock class, Warlock's Curse feature
Benefit: When you deal the additional necrotic damage from your dark reaping to a target under your curse, all other creatures under your curse take necrotic damage equal to your Constitution modifier.
This damage increases to 2 + your Constitution modifier at 11th level, and to 4 + your Constitution modifier at 21st level.
Dying, Racial, Saving Throws
Prerequisites: Constitution 15, Revenant race
Benefit: You gain a +2 bonus to death saving throws.
Also, you don't die from failing death saving throws until you have failed a number of death saving throws equal to 2 + your Constitution modifier.
Bloodied Enemy, Class, Perception
Prerequisites: Assassin class
Benefit: Bloodied enemies do not gain the benefit of concealment against your attacks.
Starting at 11th level, bloodied enemies also do not gain the benefit of cover against your attacks.
Class, Power Enhancement, Racial, Stealth, Undead-hunting
Prerequisites: Revenant race, Assassin class, shade form class power
Benefit: When you use your shade form class power, you become invisible to undead and shadow creatures for as long as the power lasts.
Class, Power Enhancement, Racial, Teleportation, Triggered
Prerequisites: Revenant race, Assassin class, dark reaping racial power, shadow step class power
Benefit: When you use dark reaping racial power, you can also use your shadow step class power as a free reaction.
The creature triggering your dark reaping counts as a creature for the purposes of this shadow step.
Channel Divinity, Class, Damage Resistance, Support
Prerequisites: any divine class, Channel Divinity feature
Benefit: When you use a Channel Divinity power on your turn, you and each ally within 5 squares of you gain resist necrotic equal to 5 + your Wisdom modifier until the start of your next turn.
Starting at 21st level, you and each ally within 10 squares gains the benefit.
The resistance increases to 8 + your Wisdom modifier at 21st level.
Class, Kill Effect, Racial, Triggered
Prerequisites: Revenant race, Assassin class, Assassin's Shroud feature, dark reaping racial power
Benefit: When you use your dark reaping racial power, you can move any shrouds upon the triggering creature to one enemy within 10 squares of the triggering creature.
Racial, Skill Enhancement
Prerequisites: Revenant race
Benefit: You no longer need to eat, drink, or breathe, so you never need to make Endurance checks to resist the effects of starvation, thirst, and suffocation.
Also, you are no longer considered a living creature.
Class, Damage Bonus, Necrotic, Power Enhancement, Racial
Prerequisites: Revenant race, Battlemind class, mind spike class power
Benefit: You gain the following augmentation for your mind spike class power:
Augment 1
The power gains the Necrotic keyword
Effect: Each enemy adjacent to the target takes necrotic damage equal to your Constitution modifier.
Beginning at 21st level, you also gain the following augment:
Augment 2
The power gains the Necrotic keyword
Effect: Each enemy adjacent to the target takes necrotic damage equal to 6 + your Constitution modifier.
Class, Concealment
Prerequisites: Assassin class, Assassin's Shroud feature
Benefit: While you are adjacent to a creature subject to one or more of your shrouds, you have concealment from all creatures that are not subject to your shrouds.
If the adjacent creature is subject to three or more of your shrouds, you have total concealment instead of concealment.
Dying, Racial
Prerequisites: Revenant race, Unnatural Vitality trait
Benefit: If you drop to 0 hit points or less and choose to remain conscious due to your Unnatural Vitality racial trait, you can take a minor action in addition to the standard action Unnatural Vitality allows.
Damage Resistance, Dying, Racial
Prerequisites: Constitution 15, Shadar-kai race
Benefit: If an attack would reduce you to 0 hit points or less, you reduce the damage by 4 + your Constitution modifier. This stacks with any resist you have that applies.
This reduction increases to 8 + your Constitution modifier against melee attacks.
Necrotic, Racial
Prerequisites: Shadar-kai race
Benefit: Your attacks ignore 5 points of necrotic resistance.
This increases to 10 at 11th level, and to 15 at 21st level.
Class, Damage Resistance, Power Enhancement, Racial
Prerequisites: Revenant race or Shadar-kai race; Swordmage class, Aegis of Shielding feature
Benefit: When you reduce damage with your aegis, the protected ally also gains resist 5 necrotic until the end of the attacking creature's next turn.
This increases to resist 10 at 11th level, and to resist 15 at 21st level.
Condition Infliction, Poison, Power Enhancement, Racial
Prerequisites: Dragonborn race, Toxic Breath feat, dragon breath racial power that deals poison damage
Benefit: Each target hit by your poison damage-dealing dragon breath racial power is weakened until the end of your next turn.
A creature can be affected both by this feat and your Toxic Breath feat.
Rituals, Skill Enhancement
Prerequisites: Ritual Caster feat, change self ritual, one other deception ritual
Benefit: You gain a +2 feat bonus to Bluff checks.
Also, when you would normally make a skill check or use a skill check modifier as part of a deception ritual, you can use Bluff instead of the indicated skill.
In addition, once per day, you can ignore the component cost of a deception ritual of your level or lower that you have mastered.
Class, Defense, Power Enhancement
Prerequisites: Battlemind class, battle resilience class power
Benefit: You gain a +2 feat bonus to all defenses while your battle resilience class power is in effect.
Class, Combat Advantage, Miss Mitigation, Weapon Specialization
Prerequisites: any martial class
Benefit: Whenever you miss an enemy with a melee attack using a staff, that enemy grants combat advantage to you until the end of your next turn.
Background, Damage Resistance, Languages
Benefit: You can now speak, read, and write deep speech.
Also, you gain resist 3 necrotic.
This resist increases to 5 at 11th level, and to 10 at 21st level.
Class, Mark Punishment, Power Enhancement, Racial, Temporary Hit Points
Prerequisites: Svirfneblin race, Warden class, stone camouflage racial power
Benefit: When you use your stone camouflage racial power, you gain 3 additional temporary hit points for each enemy marked by you.
These additional temporary hit points per enemy increase to 5 at 11th level, and to 7 at 21st level.
Class, Ongoing Damage, Saving Throw Penalty, Weapon Specialization
Prerequisites: Constitution 15, Fighter class
Benefit: When you make a Weapon attack using an axe or pick you are proficient with and the attack deals ongoing damage that has no damage type, the target takes a -2 penalty to saving throws against the ongoing damage.
Aberration-hunting, Languages, Skill Enhancement
Prerequisites: trained in Dungeoneering
Benefit: You gain a +5 feat bonus to Dungeoneering knowledge checks to identify aberrant creatures.
Also, you can now speak, read, and write deep speech.
Class, Power Enhancement, Racial, Temporary Hit Points
Prerequisites: Svirfneblin race, Cleric class, healing word class power
Benefit: When you use your healing word class power, the target also gains temporary hit points equal to your Constitution modifier.
These temporary hit points increase to 3 + your Constitution modifier at 11th level, and to 6 + your Constitution modifier at 21st level.
Multiclass
Marking, Multiclass Warden, Skill Training
Prerequisites: Strength 13
Benefit: You gain training in one skill from the warden's class skill list.
Once per encounter as a free action on your turn, you can mark each enemy adjacent to you until the end of your next turn.
Class, Temporary Hit Points, Triggered
Prerequisites: Defender role
Benefit: When an ally within 5 squares of you is reduced to 0 hit points or fewer, you gain temporary hit points equal to 5 + one-half your level.
Marking, Racial
Prerequisites: Half-elf race, Dilettante trait
Benefit: When you hit with the power gained from your Dilettante racial trait, you can mark the target until the end of your next turn.
Class, Defense, Support, Triggered
Prerequisites: Warlord class, Inspiring Presence feature
Benefit: Whenever an ally who can see you or hear you takes the total defense action, the bonus to his or her defenses equals your Charisma modifier instead of +2.
Combat Advantage, Defense
Prerequisites: Dexterity 17
Benefit: When you have combat advantage against an enemy, you gain a +2 bonus to AC against that enemy's attacks.
Combat Advantage, Racial, Second Wind, Skill Enhancement, Stealth
Prerequisites: Halfling race
Benefit: When you use your second wind, in addition to the other effects, you can make a Bluff check to either gain combat advantage or to create a diversion to hide.
Class, Defense, Mark Punishment, Shield, Support
Prerequisites: Fighter class, Combat Challenge feature
Benefit: When you use your enforce challenge class power and are wielding a shield, you can also choose one ally adjacent to you.
The chosen ally has a +2 bonus to all defenses against the triggering enemy's attacks until the start of the triggering enemy's next turn, as long as the enemy is threatened by you.
Class, Defense
Prerequisites: Artificer class
Benefit: Your ranged arcane attack powers do not provoke reactive strikes.
Channel Divinity, Class, Defense, Triggered
Prerequisites: Cleric class, healer's mercy Channel Divinity power
Benefit: When you use your healer's mercy Channel Divinity power, you gain a power bonus to all defenses equal to your Charisma modifier until the end of your next turn.
Class, Defense, Power Enhancement
Prerequisites: Cleric class, healing word class power
Benefit: When you use your healing word class power, the target also gains a bonus to all defenses against the next attack made against him or her before the end of your next turn. The bonus equals your Charisma modifier.
Class, Defense, Summoning
Prerequisites: Artificer class
Benefit: A creature you summon using an Artificer Summoning power has a +2 feat bonus to all defenses.
Defense, Mobility
Benefit: You gain a +2 bonus to AC against reactive strikes.
Bloodied, Class, Defense, Second Wind
Prerequisites: Constitution 13, Wisdom 13, any martial class
Benefit: When you use your second wind while you are bloodied, you increase the bonus to defenses it grants by +1.
Class, Defense, Second Wind, Support
Prerequisites: Constitution 13, Warlord class
Benefit: When you use your second wind, you also grant the bonus to all defenses from it to an adjacent ally of your choice.
Class, Defense, Weapon Specialization
Prerequisites: any martial class
Benefit: You gain a +4 bonus to all defenses against reactive strikes triggered by making a ranged or area Weapon attack with a thrown weapon.
Channel Divinity, Class, Power Enhancement, Racial, Support, Triggered
Prerequisites: Half-elf race, Invoker class, armor of wrath Channel Divinity power
Benefit: Your armor of wrath Channel Divinity power also triggers when an enemy within 5 squares of you hits one of your allies with an attack.
Attack Bonus, Class, Damage Resistance
Prerequisites: Runepriest class, Defiant Word feature
Benefit: You gain resist 5 necrotic and resist 5 radiant.
These resistances increase to resist 10 at 21st level.
Also, you gain a +1 bonus to attack rolls with Runepriest powers against targets that are vulnerable to radiant damage or have some other weakness to radiant damage.
Bloodied, Class, Damage Resistance, Power Recovery, Triggered
Prerequisites: Battlemind class, battle resilience class power
Benefit: The first time that you are bloodied in an encounter, you regain the use of your battle resilience class power, and it has the following trigger:
Trigger: An attack hits or misses you for the first time after you have regained the use of this power.
Class, Damage Resistance, Marking
Prerequisites: Warden class, Nature's Wrath feature
Benefit: When you mark three or more enemies using your Nature's Wrath class feature, you gain resist all until the start of your next turn. The resist equals twice the nunmber of enemies you marked.
Arcane Defiling, Temporary Hit Points, Triggered
Benefit: Whenever you take damage from an ally's arcane defiling power, after the power has been resolved, you gain temporary hit points equal to one-half the damage you took.
Arcane Defiling
Arcane Defiling, Class, Power Recovery, Psionics, Triggered
Prerequisites: arcane defiling power, any psionic class, Psionic Augmentation feature
Benefit: When your arcane defiling power deals damage to one or more of your allies, you regain 2 power points.
Arcane Defiling
Action Point, Arcane Defiling
Prerequisites: arcane defiling power
Benefit: When you spend an action point to use an at-will or encounter arcane attack power, you can use your arcane defiling with that power.
Arcane Defiling
Arcane Defiling, Critical
Prerequisites: arcane defiling power
Benefit: When you use an arcane attack with your arcane defiling, you can score a critical hit with a natural roll of 19 or 20.
Starting at 21st level, you can score a critical hit with a natural roll of 18, 19 or 20 instead.
Attack Bonus, Basic Attack, Weapon Specialization
Prerequisites: proficiency with a Bow or proficiency with a Crossbow
Benefit: On your turn, when you make a ranged basic attack using a Bow or Crossbow you are proficient with, you can choose to make the attack against Reflex instead of AC.
Attack Bonus, Basic Attack, Class, Weapon Specialization
Prerequisites: any martial class, proficiency with a light blade
Benefit: On your turn. When you make a basic attack using a Light Blade you are proficient with, you can choose to make the attack against Reflex instead of AC.
Class Combination, Damage Bonus
Prerequisites: Assassin class, Avenger class, assassin's shroud class power, swear enmity class power
Benefit: If you use your assassin's shroud class power on the same turn as your swear enmity class power, you place two shrouds on the oath target instead of one.
Background, Racial, Saving Throws
Prerequisites: Dwarf race, Stand Your Ground trait
Benefit: Whenever you use your Stand Your Ground racial trait to avoid falling prone, you roll twice on the saving throw and can use either result.
Special: You are considered to be a member of the lost kingdom of Delzoun for the purposes of all magic effects, items, and treatises that depend upon that distinction.
Class, Marking, Power Enhancement
Prerequisites: Battlemind class, battlemind's demand class power
Benefit: Your battlemind's demand class power increases to a close burst 5 instead of burst 3.
Class, Forced Movement, Mark Punishment
Prerequisites: any primal class
Benefit: Whenever an enemy marked by you makes an attack that doesn't include you as a target, you can pull that enemy 3 squares as an immediate reaction.
Multiclass
Marking, Multiclass Battlemind, Power Repertoire, Skill Training
Prerequisites: Constitution 13
Benefit: You gain training in one skill from the battlemind's class skill list.
Also, you can use the battlemind's demand class power as an encounter power, but the mark only lasts until the end of your next turn.
Class, Demon-hunting
Prerequisites: any divine class
Benefit: When you use a divine power that normally targets undead, you can also target creatures of the elemental origin.
Also, if a divine power you use has special effects against undead creatures, you can also apply those against demons.
Channel Divinity, Class, Combat Advantage, Power Enhancement, Support
Prerequisites: Invoker class, Covenant of Malediction feature
Benefit: If you hit a creature of elemental origin with your maledictor's doom power, that target also grants combat advantage to the first ally of yours who attacks it before the end of your next turn. This is a Fear effect.
Class, Movement Hindrance, Power Enhancement
Prerequisites: Warlock class, Dark Pact feature, dark spiral class power
Benefit: Any creature damaged by your dark spiral release attack is also immobilized until the start of its next turn, or until the end of its next turn if you weakened it.
Condition Negation, Mobility, Skill Enhancement
Benefit: You gain a +5 feat bonus to checks you make as part of the escape action.
Also, if you are immobilized, slowed, or restrained by an effect that a save can end, you can make a saving throw against that effect at the start of your turn as well as at the end of your turn.
Bloodied, Mobility, Power Enhancement, Racial
Prerequisites: Goblin race, goblin tactics racial power
Benefit: If you are bloodied when you use your goblin tactics racial power, you can shift up to 2 extra squares.
Bloodied, Class, Power Recovery, Psionics, Second Wind
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: If you are bloodied when you use your second wind, you can choose to regain 2 power points instead of regaining hit points.
Class, Damage Bonus, Triggered
Prerequisites: Dexterity 13; Sorcerer class or Warlock class with either Elemental Pact feature or Infernal Pact feature or Wizard class with Evocation Specialization feature
Benefit: When you use an arcane attack power and hit at least two creatures or target at least four creatures, you gain a +2 bonus to the power's damage roll.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Damage Bonus, Power Enhancement, Support
Prerequisites: Ardent class, ardent eruption class power
Benefit: The damage bonus granted by your ardent eruption class power increases by +2.
This bonus increases to +3 at 21st level.
Class, Damage Bonus, Power Repertoire
Prerequisites: 6th level, Controller role or Striker role
Benefit: You can exchange any 6th-level or higher utility power you know for destructive power.
Feat
Utility 6
Destructive Power
DailyFree Interrupt
By funneling greater power into your attack, you ensure its effect is not wasted
Trigger:  You roll a 1 on any damage die when you hit with an area or close attack, or a daily attack
Special
Effect:  You reroll any result of 1 on a d4 or d6 damage die until the die roll is something other than 1, or reroll any result of 1 or 2 on another damage die until the die roll is something other than 1 or 2.
Critical, Damage Bonus
Benefit: When you score a critical hit, you deal an additional +1d6 damage, or an additional +1d10 with an attack that only targets one creature.
This damage increases to +2d6 or +2d10 at 21st level.
Class, Critical, Damage Bonus
Prerequisites: Invoker class
Benefit: When you score a critical hit with an Invoker power, each enemy within 5 squares of the target of the critical hit takes damage equal to your Wisdom modifier + your implement's enhancement bonus. The damage is of the same type as the damage dealt by the triggering attack.
Class, Critical
Prerequisites: Assassin class, Assassin's Shroud feature
Benefit: When you score a critical hit with a shadow attack power, any shrouds you invoked on the target are not removed.
Attack Bonus, Class, Damage Bonus, Saving Throws, Second Wind
Prerequisites: Warlock class, Infernal Pact feature
Benefit: When you use your second wind, you can choose to not regain hit points to instead gain a +2 bonus to attack rolls, saving throws, and damage rolls until the end of your next turn.
The bonus to damage increases to +4 at 11th level, and to +6 at 21st level.
Class, Devil-hunting
Prerequisites: any divine class
Benefit: When you use a divine power that normally targets undead, you can also target creatures of the immortal origin.
Also, if a divine power you use has special effects against undead creatures, you can also apply those against devils.
Power Enhancement, Racial, Teleportation
Prerequisites: Intelligence 15, Shadar-kai race, shadow jaunt racial power
Benefit: You can add one-half your Intelligence modifier to the distance you teleport when you use shadow jaunt.
Class, Damage Bonus, Mark Punishment, Shield
Prerequisites: Wisdom 13, Fighter class, enforce challenge class power; Dwarf race or Shieldbearer Training feature
Benefit: When you make a melee basic attack as part of enforce challenge, you deal additional damage equal to your Wisdom modifier. If you are not a dwarf, you must be wielding a shield to gain this benefit.
This additional damage increases to 3 + your Wisdom modifier at 11th level, and to 6 + your Wisdom modifier at 21st level.
Class, Healing, Healing Surge, Power Enhancement, Support
Prerequisites: Paladin class, lay on hands class power
Benefit: When you use your lay on hands on an ally, he or she regains additional hit points equal to one-half your Charisma modifier.
Also, your number of healing surges increases by 1.
Class, Defense, Implement Specialization, Support
Prerequisites: any divine class, proficiency with holy symbols; Defender role or Leader role
Benefit: When you use a divine power with a holy symbol you are proficient with, until the end of your next turn allies gain a +1 bonus to AC while within 5 squares of you.
Attack Bonus, Power Repertoire, Racial, Shapechange, Triggered
Prerequisites: Tiefling race, infernal wrath racial power
Benefit: Whenever a creature scores a critical hit against you, you gain a +2 bonus to attack rolls against that creature until the end of the encounter.
Also, you replace your infernal wrath racial power with the diabolic transformation racial power.
Racial
Utility
Diabolic Transformation
DailyMinor Action
You roar with infernal fury as the hellish blood that flows through your veins reveals its true power in the blink of an eye, transforming you into a brutish fiend
Divine, Polymorph
Personal
Effect:  You transform into a diabolic brute until the end of the encounter.
While you are in this form, you gain the following benefits:
► Your fire resistance increases by 5.
► The bonus to attack rolls from your Bloodhunt racial trait increases to +2.
► You gain a +2 power bonus to damage rolls.
Level 11:  +3 power bonus.
Level 21:  +4 power bonus.
► You gain regeneration 2, or regeneration 3 if you were bloodied when you used this power.
Level 11:  Regeneration 4 or regeneration 6.
Level 21:  Regeneration 6 or regeneration 10.
While you are in this form, you can use the Black Wrath of Hell attack once.
Black Wrath of Hell
EncounterFree Interrupt
Divine, Fear
Trigger:  You hit an enemy with an attack
Special
Effect:  The triggering enemy takes an additional +1d6 damage from the triggering attack, and also takes a penalty to all attack rolls against you (save ends). The penalty equals your [Intelligence or Charisma] modifier.
Level 11:  Additional +2d6 damage.
Level 21:  Additional +3d6 damage.
Dying, Racial, Saving Throws
Prerequisites: Constitution 15, Human race
Benefit: You gain a feat bonus to death saving throws equal to one-half your Constitution modifier. This bonus increases by +2 for each failed death saving throw you have made.
Also, you do not die until you have failed four death saving throws instead of three.
Class, Marking, Racial
Prerequisites: Half-elf race, Dilettante trait, Defender role
Benefit: When you hit an enemy with the power gained from your Dilettante racial trait, you mark that enemy until the end of your next turn.
Bloodied Enemy, Class, Saving Throw Penalty
Prerequisites: Warlock class, Vestige Pact feature, Warlock's Curse feature
Benefit: When you hit a bloodied enemy that is under your curse, that enemy takes a -2 penalty to the first saving throw it makes before the end of your next turn.
Critical, Forced Movement
Prerequisites: Strength 13, Dexterity 13
Benefit: When you hit a target with a bull rush, you can choose to slide that target rather than push it.
When you score a critical hit with a bull rush, you increase the maximum distance of the push by 1 square.
Attack Bonus, Class, Defense, Power Enhancement, Support
Prerequisites: Warlord class, draw inspiration class power
Benefit: When an ally uses your draw inspiration class power, that ally gains your choice of one of the following benefits:
► +1 bonus to attack rolls with ranged or area attacks.
► +1 bonus to all defenses against ranged and area attacks.
The bonus you choose lasts until the end of the ally's next turn.
Class, Damage Bonus, Initiative
Prerequisites: Assassin class, Fighter class with either Duelist Training feature or Tempest Training feature, Ranger class or Rogue class
Benefit: You gain a +4 bonus to melee Weapon damage rolls against surprised enemies or a +2 bonus against enemies that have not yet acted during this encounter.
These bonuses increase to +6 and +3 at 11th level, and to +8 and +4 at 21st level.
Class, Second Wind, Stealth
Prerequisites: any shadow class
Benefit: You gain a +5 feat bonus to Stealth checks made to hide while you are in darkness.
Also, if you are in an area of dim light or darkness when you use your second wind, you become invisible until after you make an attack or until the end of your next turn, whichever comes first.
Multiclass
Multiclass Avenger, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Wisdom 13
Benefit: You gain training in the Religion skill.
Also, you gain the Avenger's swear enmity class power as an encounter power. The effect lasts until the end of your next turn and you do not regain the use of the power when your oath target is reduced to 0 hit points or fewer.
In addition, you gain proficiency in Avenger implements.
Class, Power Recovery
Prerequisites: Psion class, Discipline Focus feature
Benefit: For each power granted by your Discipline Focus class feature, the first time you use that power in an encounter, you regain its use at the start of your next turn.
Class Combination, Damage Bonus, Power Enhancement
Prerequisites: Assassin class, Monk class, assassin's shroud class power, a Flurry of Blows class power
Benefit: When you use your Flurry of Blows against a creature that has any of your shrouds on it, you deal +1 additional damage to it for each shroud.
This additional damage increases to +2 at 21st level.
Also, once per round when you use your Flurry of Blows against just one creature that does not have your shrouds on it, you can add 1 shroud to it.
Multiclass
Multiclass Psion, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Intelligence 13
Benefit: You gain training in one skill from the psion's class skill list.
Also, you gain your choice of one 1st-level Psion at-will attack as an encounter attack. You cannot augment this power.
In addition, you gain proficiency with Psion implements.
Class, Class Feature Enhancement
Prerequisites: Sorcerer class, Wild Magic feature
Benefit: When determining your Wild Soul damage type, roll twice and use either result.
Attack Penalty, Class, Fear
Prerequisites: Rogue class, Sneak Attack feature, trained in Intimidate
Benefit: When you would deal your Sneak Attack damage, you can forgo one die of that damage to give the target a -2 penalty to attack rolls until the start of your next turn.
Attack Penalty, Bloodied Enemy, Class
Prerequisites: Bard class
Benefit: While you are conscious and not bloodied, bloodied enemies adjacent to you take a -1 penalty to attack rolls.
Starting at 21st level, this affects bloodied enemies within 2 squares of you.
Condition Negation, Defense, Racial, Saving Throws
Prerequisites: Tiefling race
Benefit: You gain a +2 feat bonus to Will defense.
Also, you gain a +4 feat bonus to saving throws against conditions and effects that stun, dominate or daze you.
Acid, Defense Penalty, Power Enhancement, Racial
Prerequisites: Dragonborn race, Corrosive Breath feat, dragon breath racial power that deals acid damage
Benefit: Each creature hit by your acid damage-dealing dragon breath racial power takes a -3 penalty to all defenses until the end of your next turn.
Combat Advantage, Ranged Combat, Teamwork
Prerequisites: Dexterity 13, Wisdom 13
Benefit: You gain combat advantage for ranged attacks and area attacks against any enemy flanked by your allies.
Power Enhancement, Racial
Prerequisites: Revenant race, dark reaping racial power
Benefit: Your dark reaping racial power can be triggered within 20 squares.
Attack Bonus, Ranged Combat
Prerequisites: Dexterity 15
Benefit: You do not take the -2 penalty for making ranged attacks at long range.
Power Enhancement, Racial
Prerequisites: Shardmind race, shard swarm racial power
Benefit: When you use your shard swarm racial power, you can choose to make it into an area burst 1 within 5 squares instead of a close burst 1.
If you do, the square you teleport to as part of using the power must be within the area of the burst. You cannot place the area so that you cannot teleport into it.
Starting at 11th level, when you make the power into an area, you can teleport into any square in the burst, regardless of your speed.
Class, Equipment
Prerequisites: Swordmage class, Swordbond feature
Benefit: You can call your bonded weapon from up to 1 mile away as a standard action, or up to 20 squares away as a minor action.
Starting at 21st level, you can call your bonded weapon from anywhere on the same plane as a standard action, from up to 1 mile away as a minor action, or from up to 20 squares away as part of the same action to use it.
Class, Combat Advantage, Mark Punishment, Racial
Prerequisites: Gnome race, Paladin class, Divine Sanction feature
Benefit: When a target takes damage from the Divine Sanction placed on it by your divine challenge class power, it grants combat advantage for the first attack made against it before the start of its next turn.
Starting at 11th level, this benefit applies with any Divine Sanction you place.
Starting at 21st level, the target grants combat advantage for all attacks before the start of its next turn.
Class, Defense Penalty, Forced Movement
Prerequisites: Sorcerer class, Wild Magic feature
Benefit: Targets you slide at least 2 squares on your turn with Sorcerer attacks or your Unfettered Power take a -2 penalty to AC until the end of your next turn.
Animal Companion, Attack Penalty, Class
Prerequisites: Ranger class, Beast Mastery feature, Hunter's Quarry feature
Benefit: When you beast companion is adjacent to your quarry, the quarry takes a -2 penalty to reactive strikes against you.
When you hit your quarry with an attack, the penalty applies to all attacks against you and your beast companion until the start of your next turn.
Combat Advantage, Skill Enhancement, Support
Prerequisites: trained in Bluff
Benefit: When you make a Bluff check to gain combat advantage and succeed, the enemy also grants combat advantage to your allies.
Bloodline
Class, Elan Heritage, Power Repertoire
Prerequisites: Psion class, Discipline Focus feature, Elan Heritage feat
Benefit: Choose a Discipline Focus other than one you already possess.
You can use any power associated with that discipine as daily powers.
Also, you count as having that focus for the purposes additional benefits to your powers. If a power has benefits for both focuses you have, you use your original focus.
Starting at 11th level, you also count as having the chosen Discipline Focus for the purposes of qualifying for feats and other abilities, and you can choose which focus applies when a power has additional benefits for both.
Initiative, Rituals
Prerequisites: Ritual Caster feat, read omens ritual, one other divination ritual
Benefit: You gain a +2 feat bonus to initiative checks.
Also, you can master and perform divination rituals as if your level were four higher.
Once per day, you can ignore the component cost of a divination ritual of your level or lower that you have mastered.
Channel Divinity, Class, Racial, Saving Throws
Prerequisites: Human race, any divine class, Channel Divinity feature
Benefit: When you use a Channel Divinity power, you can also make a saving throw against an effect that a save can end before resolving that power.
Starting at 21st level, if you are not affected by an effect that a save can end, you can make a saving throw to end any one condition on you, even if that condition cannot normally be ended by a save.
Class, Damage Bonus, Power Enhancement, Racial, Support
Prerequisites: Half-orc race, furious assault racial power; Avenger class or Paladin class
Benefit: When you use your furious assault racial power, one ally within 5 squares of you gains a bonus equal to your Strength modifier to his or her melee damage rolls against the target until the start of your next turn.
The bonus increases to 2 + your Strength modifier at 11th level, and to 5 + your Strength modifier at 21st level.
Channel Divinity, Class, Damage Bonus, Radiant, Undead-hunting
Prerequisites: Cleric class, divine fortune Channel Divinity power
Benefit: Whenever you hit an undead creature with an attack for which you gained a bonus from your divine fortune Channel Divinity power, your attack deals an extra 5 radiant damage and gains the Radiant keyword.
This extra damage increases to 10 at 11th level, and to 15 at 21st level.
Multiclass
Channel Divinity, Multiclass Avenger, Multiclass Cleric, Multiclass Invoker, Multiclass Paladin, Power Repertoire, Proficiency Gain
Prerequisites: Wisdom 13, trained in Religion
Benefit: Choose a divine class other than your own, and a Channel Divinity power available as a class feature for that class.
If you don't already have the Channel Divinity class feature, you can use the selected power once per day and are treated as having the Channel Divinity feature for the purpose of meeting prerequisites. If you gain additional Channel Divinity powers, you can use them in place of the power granted by this feat, but can only use one Channel Divinity power per day.
If you already have the Channel Divinity class feature, add the selected power to your list of available Channel Divinity powers.
Special: This feat counts as a multiclass feat for the chosen class.
Channel Divinity, Class, Power Enhancement, Saving Throws, Support, Undead-hunting
Prerequisites: Cleric class, turn undead Channel Divinity power
Benefit: When you deal damage to at least one undead with your turn undead Channel Divinity power, each ally in the power's burst can make a saving throw to end one effect on him or her that a save can end.
Attack Bonus, Class, Power Enhancement, Racial, Skill Enhancement
Prerequisites: Deva race, memory of a thousand lifetimes racial power, any divine class
Benefit: When you use your memory of a thousand lifetimes racial power to enhance a Religion check, or to enhance an attack roll of a divine power, you add +1 to the result.
Class, Damage Bonus, Support
Prerequisites: Avenger class, Censure of Unity feature, Oath of Enmity feature
Benefit: When you are adjacent to your oath target, your allies gain a +1 bonus to damage rolls against that target.
This damage bonus increases to +2 at 11th level, and to +3 at 21st level.
Channel Divinity, Class, Power Repertoire, Racial, Saving Throws, Skill Enhancement, Support
Prerequisites: Revenant race, any divine class, Channel Divinity feature
Benefit: You gain the divine fate Channel Divinity power.
Feat
Utility
Divine Fate
EncounterFree Interrupt
A great power has plans for you and turns chance in your favor
Divine
Using this power does not trigger reactive strikes
Channel Divinity: One Channel Divinity power per encounter.
Trigger:  you or an ally within 10 squares of you fails a skill check, an ability check, or a saving throw
Target:  Ranged 10  (The triggering creature in the burst)
Effect:  The target rerolls the triggering check or saving throw, and uses the higher result.
Multiclass
Healing, Multiclass Cleric, Proficiency Gain, Skill Training
Prerequisites: Wisdom 15
Benefit: You gain training in the Heal skill.
Also, you gain the Cleric class feature Healer's Lore.
In addition, you gain proficiency in Cleric implements.
Class, Damage Resistance
Prerequisites: any divine class
Benefit: You gain resist poison equal to one-half your level + your Wisdom modifier.
Also, you can't become infected by any disease of level 30 or lower.
Action Point, Class, Power Recovery
Prerequisites: any divine class
Benefit: When you spend an action point, in addition to other effects of that action point, you also regain the use of a divine encounter power you have used during this encounter.
Channel Divinity, Class, Damage Bonus, Power Enhancement, Radiant, Support
Prerequisites: Avenger class, divine guidance Channel Divinity power
Benefit: When you use your divine guidance Channel Divinity power and the triggering ally hits its target, the ally deals an additional 5 radiant damage.
This additional damage increases to 10 at 21st level.
Attack Bonus, Class, Racial, Triggered
Prerequisites: Human race, Paladin class
Benefit: When you succeed on a saving throw, you gain a +2 bonus to the first attack roll you make before the end of your next turn.
Channel Divinity, Class, Damage Resistance, Power Enhancement
Prerequisites: Paladin class, divine mettle Channel Divinity power
Benefit: If the target of your divine mettle Channel Divinity power succeeds on a saving throw to end a condition or effect with the Necrotic keyword, the target also gains resist necrotic equal to your Charisma modifier until the end of the encounter.
The resist increases to 5 + your Charisma modifier at 11th level, and to 10 + your Charisma modifier at 21st level.
Multiclass
Multiclass Invoker, Proficiency Gain, Rituals, Skill Training
Prerequisites: Intelligence 13, Wisdom 13
Benefit: You gain training in either the skill.
Also, you gain the invoker class feature Ritual Casting.
In addition, you gain proficiency in Invoker implements.
Class Combination, Healing Surge
Prerequisites: Vampire class and any divine class
Benefit: Once per encounter, when you hit at least one enemy with a divine encounter attack, you gain a healing surge.
Once per encounter, when you use a divine power that allows a target to spend a healing surge to regain hit points, the target can choose to instead spend a healing surge to allow you to regain a healing surge.
Also, you lose the vulnerable radiant granted by your Child of the Night class feature, and you do not take damage from direct sunlight.
Channel Divinity, Class, Defense, Triggered
Prerequisites: Paladin class, Channel Divinity feature
Benefit: When you use a Channel Divinity power, you also gain a +2 bonus to Fortitude, Reflex and Will defenses until the end of your next turn.
Attack Penalty, Class, Weapon Specialization
Prerequisites: Constitution 15, Fighter class
Benefit: When you daze a target using a Weapon power while wielding a mace, the target also takes a penalty to attack rolls as long as it remains dazed by your attack. The penalty equals one-half your Constitution modifier.
Defense, Racial, Size-based
Prerequisites: Dwarf race
Benefit: You gain a +1 bonus to AC and Reflex against attacks of Large or larger foes.
Charge, Class, Defense, Racial
Prerequisites: Half-orc race, Avenger class, Oath of Enmity feature
Benefit: When you charge a target under you oath, your movement during the charge does not provoke reactive strikes.
Attack Bonus, Channel Divinity, Class, Triggered
Prerequisites: Cleric class, Channel Divinity feature, Divine Domain feature
Benefit: When you the Channel Divinity power associated with a Divine Domain, you gain a +2 bonus to attack rolls with the at-will attack power associated with that Domain until the end of your next turn.
Bloodline
Power Repertoire, Skill Enhancement, Vampiric Heritage
Prerequisites: 15th level, Vampiric Heritage feat
Benefit: You gain a +2 feat bonus to Bluff checks, Diplomacy Checks, and Intimidate checks.
Also, you replace one 15th-level or higher daily attack power with the dominating gaze bloodline power. When you gain this feat, choose Intelligence, Wisdom, or Charisma. You use the chosen ability score when attacking with dominating gaze.
Vampiric
Attack 15
Dominating Gaze
DailyMinor Action
The authority in your piercing gaze demands utter submission
Charm, Shadow
Attack:  Ranged 5  (one creature)
Ability +4 vs. Will
Level 21:  Ability +6
Hit:  The target is dominated (save ends).
Aftereffect:  The target is dazed (save ends).
Miss:  The target is dazed (save ends).
Class, Condition Infliction, Saving Throw Penalty
Prerequisites: Psion class
Benefit: Whenever you daze, dominate, or stun a creature with a psionic effect that a save can end, the creature takes a -2 penalty to its first saving throw against that effect.
Bloodied, Condition Negation, Racial, Saving Throws
Prerequisites: Human race
Benefit: While you are bloodied, you gain a +2 bonus to saving throws against effects that immobilize, daze, stun, or weaken you.
Condition Infliction, Power Enhancement, Racial, Skill Enhancement, Stealth
Prerequisites: Shadar-kai race, shadow jaunt racial power
Benefit: You gain a +2 feat bonus to Stealth checks.
Also, when you hit an enemy with an attack while you are insubstantial due to your shadow jaunt racial power, that enemy falls prone.
Action Point, Class, Damage Bonus
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: When you spend an action point to take an extra action and deal your extra curse damage as part of that action, it does not count towards your normal limit of dealing curse damage only once per turn.
Class, Marking
Prerequisites: Swordmage class, Arcane Aegis feature
Benefit: When you use your arcane aegis class power, you can choose to target two creatures instead of one.
Starting at 21st level, you can choose to keep a previous target marked by your arcane aegis when you target only one creature with the power, though you can still only have a total of two creatures marked in this way.
Note: This does not give you additional immediate actions to use your specialized response with.
Class, Damage Bonus, Power Enhancement
Prerequisites: Barbarian class, whirling lunge class power
Benefit: When you use your whirling lunge class power, you deal additional damage to the target equal to your Dexterity modifier.
This additional damage increases to 3 + your Dexterity modifier at 21st level.
Racial
Prerequisites: Genasi race, Elemental Manifestation trait, Extra Manifestation feat
Benefit: You can manifest two different elements simultaneously (such as both Firesoul and Stormsoul).
This feat does not allow you to manifest elemental manifestations you don't already have access to.
Power Enhancement, Racial, Necrotic
Prerequisites: Revenant race, dark reaping racial power
Benefit: When you deal the necrotic damage from your dark reaping racial power to a target, one enemy adjacent to that target takes the same amount of necrotic damage.
Class, Power Enhancement, Perception, Skill Enhancement
Prerequisites: Psion class, shaped consciousness class power
Benefit: While the fragment conjured by your shaped consciousness class power is within 5 squares of you, you gain a +3 power bonus to Insight checks and Perception checks.
Class, Damage Bonus, Teamwork
Prerequisites: Warlord class
Benefit: When making a melee attack, you can take a -2 penalty to the attack roll and choose one ally adjacent to the target.
If the attack hits, the chosen ally gains a +2 bonus to all damage rolls against the target until the end of your next turn.
The bonus to damage rolls increases to +4 at 11th level, and to +6 at 21st level.
Armor, Mobility, Racial
Prerequisites: Dragonborn race, Instinctive Flight trait
Benefit: You ignore the speed penalty for wearing heavy armor.
Also, your altitude limit for Instinctive Flight increases to 2.
Attack Bonus, Class, Damage Bonus, Racial
Prerequisites: Dragonborn race, any arcane class, dragon breath racial power
Benefit: You gain a +1 feat bonus to attack rolls and damage rolls with arcane powers that have the same damage keyword as your dragon breath racial power.
Even if your dragon breath can deal different types of damage, this feat's benefits only applies to the original damage type you chose at character creation.
The bonus to damage rolls increases to +2 at 11th level, and to +3 at 21st level.
Class, Damage Bonus, Forced Movement, Racial
Prerequisites: Charisma 15, Dragonborn race, any martial class
Benefit: Whenever you push an enemy or knock an enemy prone using a melee attack or a close attack, you deal damage to that enemy equal to your Charisma modifier.
This damage increases to 3 + your Charisma modifier at 21st level.
Class, Damage Bonus, Racial, Teamwork
Prerequisites: Dragonborn race, Artificer class, dragon breath racial power, Augment Energy feature
Benefit: When an ally hits with an attack benefiting from your Augment Energy class feature, one enemy adjacent to that ally takes damage equal to your Constitution modifier of the same damage as your dragon breath racial power deals.
If your dragon breath racial power can deal different types of damage, you choose which type or types of damage this feat deals when you use Augment Energy.
The damage dealt increases to 3 + your Constitution modifier at 11th level, and to 6 + your Constitution modifier at 21st level.
Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power; eldritch blast attack power or eldritch strike attack power
Benefit: When you use your eldritch blast or eldritch strike attack power, you can choose for it to deal the same type of damage as your dragon breath racial power and to gain the corresponding keyword.
If your dragon breath racial power can deal different types of damage, you can choose between the same options for your eldritch blast attack power.
Class, Damage Bonus, Mark Punishment, Racial
Prerequisites: Dragonborn race, Fighter class, dragon breath racial power, enforce challenge class power
Benefit: When you hit with the attack granted by your enforce challenge class power, you deal 3 extra damage of the same damage type as your dragon breath racial power. Your enforce challenge gains the keyword corresponding to the damage type.
If your dragon breath racial power can deal different types of damage, you can choose between the same options for this damage each time.
The extra damage increases to 5 at 11th level, and to 8 at 21st level.
Attack Bonus, Class, Racial
Prerequisites: Dragonborn race, Avenger class, dragon breath racial power, Oath of Enmity feature
Benefit: If target of your oath is the only target of your dragon breath racial power, you gain the benefit of your oath, allowing you to make two attack rolls and use either result.
Marking, Racial
Prerequisites: Dragonborn race, dragonfear racial power
Benefit: When you hit a creature with your dragonfear racial power, you can mark it until the end of your next turn.
Bloodied, Class, Healing, Power Enhancement, Racial
Prerequisites: Dragonborn race, Dragonborn Fury trait, Leader role
Benefit: When you are bloodied, the Healing power you gained as a feature of your Leader class (healing word, healing infusion, majestic word, draw inspiration, etc.) heals additional hit points equal to your Constitution modifier.
These additional hit points increase to 3 + your Constitution modifier at 11th level, and to 6 + your Constitution modifier at 21st level.
Attack Bonus, Class, Racial
Prerequisites: Dragonborn race, Ranger class, Hunter's Quarry feature; dragon breath racial power or dragonfear racial power
Benefit: When you hit your quarry with your dragon breath racial power or your dragonfear racial power, you gain a +2 bonus to your attack rolls against the quarry until the end of your next turn.
Class, Damage Bonus, Power Enhancement, Racial, Support
Prerequisites: Dragonborn race, Warlord class; dragon breath racial power or dragonfear racial power
Benefit: When you hit an enemy with your dragon breath racial power or you dragonfear racial power, your allies gain a +2 bonus to their first damage roll against that enemy before the end of your next turn.
This bonus to damage increases to +4 at 11th level, and to +6 at 21st level.
Bloodied Enemy, Channel Divinity, Class, Defense Penalty, Racial
Prerequisites: Dragonborn race, any divine class, Channel Divinity feature
Benefit: When you use a Channel Divinity power, after the power has been resolved, bloodied enemies within 5 squares of you take a -2 penalty to all defenses until the end of your next turn.
Starting at 21st level, you can choose whether to apply the penalty before or after resolving your Channel Divinity power.
Necrotic, Power Enhancement, Racial
Prerequisites: Revenant race, Past Life (dragonborn) trait, dark reaping racial power, dragon breath racial power
Benefit: When you use your dark reaping racial power, it deals necrotic damage and the same type of damage as your dragon breath racial power, and gains the corresponding keyword.
If your dragon breath racial power can deal different types of damage, you can choose between the same options for this damage each time you use dark reaping.
Also, your you can choose for your dragon breath racial power to deal necrotic damage in addition to the type or types of damage it normally deals. If you do, it gains the Necrotic keyword.
Power Recovery, Racial, Second Wind
Prerequisites: Dragonborn race; dragon breath racial power or dragonfear racial power
Benefit: When you use your second wind, you regain the use of your dragon breath racial power or your dragonfear racial power.
Class, Marking, Racial
Prerequisites: Dragonborn race, Paladin class, dragon breath racial power
Benefit: When you use your dragon breath racial power, you also subject each enemy targeted by that power to your divine sanction. This divine sanction lasts until the start of your next turn.
Condition Infliction, Fear, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragonfear racial power
Benefit: One creature you hit with your dragonfear racial power is also dazed until the end of your next turn.
Kill Effect, Power Recovery, Racial
Prerequisites: Dragonborn race; dragon breath racial power or dragonfear racial power
Benefit: When you reduce a nonminion enemy to 0 hit points or less, you regain the use of your dragon breath racial power or your dragonfear racial power.
Class, Forced Movement, Weapon Specialization
Prerequisites: Dexterity 15, any martial class
Benefit: Whenever you use a flail with a Weapon attack to knock an enemy prone, you can also slide the target 1 square.
Class, Damage Bonus, Racial, Triggered
Prerequisites: Dragonborn race, any martial class, dragon breath racial power
Benefit: When you hit an enemy with a martial power, you can expend your dragon breath racial power to deal additional damage to that enemy. Determine the damage as if you'd hit the target with your dragon breath.
Class, Combat Advantage, Racial
Prerequisites: Dragonborn race, Rogue class, Sneak Attack feature, dragon breath racial power
Benefit: When you use your dragon breath racial power, if you have not used your Sneak Attack this round, you can choose to deal your Sneak Attack damage to each target of dragon breath granting combat advantage to you. This counts as your one use of Sneak Attack for this round.
Class, Damage Bonus, Racial, Triggered
Prerequisites: Dragonborn race, any martial class, dragon breath racial power
Benefit: When you use your dragon breath racial power, your next melee attack deals +1d10 additional damage. The damage is of the same type as your dragon breath dealt, and the attack gains the corresponding keyword.
Class, Mobility, Racial, Support
Prerequisites: Intelligence 13, Dragonborn race, Warlord class, dragon breath racial power
Benefit: When you use your dragon breath racial power, before resolving the attack, you can slide one ally in the area of effect a number of squares equal to your Intelligence modifier.
Class, Temporary Hit Points
Prerequisites: Sorcerer class, Dragon Magic feature
Benefit: Whenever you hit an enemy with a sorcerer at-will attack power, you gain temporary hit points equal to 2 + your Strength modifier.
These temporary hit points increase to 5 + your Strength modifier at 21st level.
Bloodied, Class, Extra Attack, Power Recovery, Racial
Prerequisites: Constitution 17, Dragonborn race, any martial class
Benefit: The first time you are bloodied in an encounter, you regain the use of your dragon breath racial power.
If your dragon breath is not expended, you can instead use it as an immediate reaction.
Attack Bonus, Class, Grapple, Reactive Strikes
Prerequisites: Monk class
Benefit: You gain a +2 feat bonus to attack rolls with grab.
In addition, when you are wielding no weapons, you can make a grab in place of a melee basic attack on a reactive strike.
Racial, Saving Throws
Prerequisites: Kobold race
Benefit: When making a saving throw against an effect that dazes or stuns you, you can roll twice and use either result.
Class, Dragon-hunting
Prerequisites: any divine class
Benefit: When you use a divine power that normally targets undead, you can also target dragons.
Also, if a divine power you use has special effects against undead creatures, you can also apply those against dragons.
Bloodied, Damage Bonus, Racial
Prerequisites: Dragonborn race, Dragonborn Fury trait
Benefit: While you are bloodied, you gain a +2 bonus to damage rolls.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Perception, Racial, Skill Enhancement
Prerequisites: Dragonborn race
Benefit: You gain low-light vision.
You also gain a +2 feat bonus to Perception.
Attack Bonus, Class, Mark Punishment, Racial
Prerequisites: Dragonborn race, Warden class; dragon breath racial power or dragonfear racial power
Benefit: You gain a +1 feat bonus to attack rolls with your dragon breath racial power or dragonfear racial power when attacking creatures marked by you.
Attack Bonus, Damage Bonus, Dying, Healing, Power Repertoire, Racial, Second Wind
Prerequisites: Dragonborn race, Dragonborn Fury trait, Dragonborn Frenzy feat
Benefit: When you use your second wind, you gain a +1 bonus to attack rolls until the end of your next turn.
Also, you gain the dragonborn zeal power.
Feat
Utility
Dragonborn Zeal
DailyImmediate Interrupt
Your wounds occasionally make you relentless
Healing
Trigger:  Your hit points drop to 0 or fewer
Personal
Effect:  You regain hit points equal to one-half your level + your Charisma modifier.
Until the end end of your next turn, you gain a bonus to attack rolls and damage rolls against the enemy that reduced your hit points to 0 or fewer. The bonus equals one-half your Charisma modifier.
Class, Damage Bonus, Mark Punishment, Racial
Prerequisites: Dragonborn race, Fighter class, dragon breath racial power
Benefit: Your dragon breath racial power deals 3 additional damage against creatures marked by you.
The additional damage increases to 6 at 11th level, and to 9 at 21st level.
Pact
Background, Class, Forced Movement, Power Enhancement, SKill Enhancement
Prerequisites: Warlock class, Sorcerer-King Pact feature
Benefit: You gain a +2 feat bonus to Intimidate checks.
Also, when you enhance your hand of blight attack power with your Fell Might, you can choose make the target flee from you instead of dealing the additional damage from enhancing normally. The target uses a free reaction to shift its speed away from you, using the safest, fastest path.
Pact
Attack Penalty, Class, Fear, Forced Movement, Power Enhancement
Prerequisites: Warlock class, Sorcerer-King Pact feature, Draji Aspirant feat
Benefit: You gain the following three benefits:
► In addition to regaining the use of your Fell Might, whenever an enemy under your curse drops to 0 hit points or less, you can push each enemy adjacent to you 1 square.
► Also, you can expend your Fell Might to enhance any power associated with this feat. When you do, each enemy adjacent to the target takes a -2 penalty to attack rolls until the end of your next turn. The enhanced power gains the Fear keyword if it doesn't already have it.
► In addition, you count as having the Star Pact for the purposes of determining the effects of the powers associated with this feat.
Associated Powers: frigid darkness (lvl 3), infernal moon curse (lvl 7), coldfire vortex (lvl 13), despair of Zhudun (lvl 17), starless void (lvl 23), banish to the void (lvl 27)
Basic Attack, Class, Damage Bonus
Prerequisites: Intelligence 13; any martial class or Monk class
Benefit: Your basic attacks against enemies at full hit points deal additional damage equal to your Intelligence modifier.
This additional damage increases to 2 + your Intelligence modifier at 11th level, and to 4 + your Intelligence modifier at 21st level.
Bloodied, Healing Surge, Racial
Prerequisites: Shifter race
Benefit: Whenever you spend a healing surge to regain hit points, you can choose to treat yourself as being bloodied until the end of your next turn.
Class, Concealment
Prerequisites: any shadow class
Benefit: You have concealment while you are within 2 squares of a square containing dim light or darkness.
Condition Infliction, Forced Movement, Racial
Prerequisites: Shadar-kai race, shadow jaunt racial power
Benefit: When you hit an enemy with an attack while you are insubstantial, you can push that enemy up to 2 squares. If you pushed it at least 1 square, the enemy becomes slowed until the end of your next turn.
Channel Divinity, Class, Forced Movement, Power Enhancement, Racial, Triggered
Prerequisites: Revenant race, Invoker class, Covenant of Malediction feature
Benefit: You can push a target under the effect of your maledictor's doom Channel Divinity power 1 square as a free reaction whenever it is hit by a Fear, Cold, or Necrotic attack, .
Attack Penalty, Class, Critical, Fear, Forced Movement
Prerequisites: Invoker class, trained in Intimidate
Benefit: Whenever you score a critical hit with an invoker encounter attack or daily attack, that enemy moves its speed away from you as a free reaction, using the safest means available. It then takes a -2 penalty to attack rolls (save ends). This is a Fear effect.
Bloodied, Class, Mobility, Support
Prerequisites: Warlord class
Benefit: While you are conscious, bloodied allies that can see or hear you gain a +1 bonus to speed.
Attack Bonus, Class, Forced Movement
Prerequisites: Monk class
Benefit: You gain a +2 feat bonus to attack rolls with bull rush.
Also, when you hit with bull rush, you push the target a number of squares equal to your speed. For each square you push the target, you can shift 1 square to a square adjacent to the target.
Animal Companion, Class, Power Enhancement, Racial
Prerequisites: Drow race, Ranger class, Beast Mastery feature, cloud of darkness racial power
Benefit: Your beast companion is immune to the effect of your cloud of darkness racial power.
Channel Divinity, Ongoing Damage, Poison, Power Repertoire, Racial, Triggered
Prerequisites: Drow race, Channel Divinity feature
Benefit: You gain the drow ecclesiastic Channel Divinity power.
Feat
Attack
Drow Ecclesiastic
EncounterImmediate Reaction
Lolth punishes those who escape her wiles
Divine, Poison
Channel Divinity: One Channel Divinity power per encounter.
Trigger:  An enemy within 5 squares of you succeeds in a saving throw to end a condition or effect
Target:  Close burst 5  (the triggering enemy in the burst)
Effect:  The target takes ongoing 5 poison damage (save ends).
Level 11:  Ongoing 10 poison damage.
Level 21:  Ongoing 15 poison damage.
Defense, Racial, Two-weapon Fighting, Weapon Specialization
Prerequisites: Dexterity 15, Drow race
Benefit: When holding a light blade in one hand and a hand crossbow in the other, you do not provoke reactive strikes when making attacks using the hand crossbow.
Damage Bonus, Racial, Spider-hunting
Prerequisites: Drow race
Benefit: You gain a +2 bonus to damage rolls against creatures with the Spider keyword.
This bonus to damage increases to +4 at 11th level, and to +6 at 21st level.
Class, Damage Bonus, Poison, Psychic, Racial
Prerequisites: Drow race; Assassin class, Sorcerer class or Warlock class
Benefit: You gain a +2 feat bonus to damage rolls with Poison and Psychic powers from any class that qualifies for this feat.
This bnus to damage increases to +3 at 11th level, and to +4 at 21st level.
Attack Penalty, Forced Movement, Power Enhancement, Racial, Skill Enhancement
Prerequisites: Shadar-kai race, shadow jaunt racial power
Benefit: You gain a +2 feat bonus to Arcana checks.
Also, when you hit an enemy with an attack while you are insubstantial due to your shadow jaunt racial power, you can slide that enemy 1 square. The enemy then takes a -2 penalty to attack rolls until the end of its next turn.
Class, Combat Advantage, Damage Bonus, Racial, Shapechange
Prerequisites: Drow race, Druid class, wild shape class power
Benefit: While you are in beast form, you gain a +2 bonus to damage rolls against enemies granting combat advantage to you.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Marking
Prerequisites: Fighter class, Combat Challenge feature
Benefit: Whenever you mark an enemy using your Combat Challenge class feature, you can mark one additional enemy adjacent to that enemy. This mark lasts until the end of your next turn.
Class, Damage Bonus
Prerequisites: Dexterity 13, any arcane class
Benefit: When you use an arcane attack power and you are wielding a magic implement in each hand, you can add the off-hand implement's enhancement bonus as an item bonus to the power's damage rolls.
Both your implements must be usable with the power, and you must have proficiency with both implements, to gain this benefit.
Class, Power Recovery, Psionics, Racial, Second Wind
Prerequisites: Kalashtar race, any psionic class, Psionic Augmentation feature
Benefit: When you use your second wind, you also regain 1 power point.
Damage Bonus, Psychic, Racial
Prerequisites: Kalashtar race
Benefit: You gain a +2 feat bonus to damage rolls with Psychic powers.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Concealment, Racial, Support, Triggered
Prerequisites: Drow race, Invoker class, Divine Covenant feature, cloud of darkness racial power
Benefit: When you trigger your Covenant Manifestation while you are within the area of your cloud of darkness racial power, one ally within 10 squares of you gains concealment until the end of your next turn.
Class, Mobility, Skill Enhancement
Prerequisites: Charisma 15; Rogue class or Fighter class with Duelist Training feature
Benefit: You gain a feat bonus to Acrobatics checks and Athletics checks. The feat bonus equals 1 + one-half your Charisma modifier.
Class, Equipment, Rituals
Prerequisites: Artificer class, Ritual Caster feat; enchant magic item ritual or transfer enchantment ritual
Benefit: You can use the Enchant Magic Item ritual and the Transfer Enchantment ritual with a casting time of 1 minute.
Skill Enhancement, Traps
Prerequisites: trained in Dungeoneering
Benefit: You can use your Dungeoneering check modifier in place of your Thievery check modifier to disable traps and to open locks.
Healing Surge
Benefit: Your number of healing surges increases by two.
Starting at 21st level, the number increases by three instead.
Bloodline
Dusk Elf Heritage, Racial, Skill Enhancement, Stealth, Support
Prerequisites: Elf race
Benefit: All allies within 6 squares of you gain a +2 racial bonus to Stealth checks.
Bloodline
Damage Bonus, Dusk Elf Heritage, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Elf race, Dusk Elf Heritage feat
Benefit: You gain proficiency with simple light blades and military light blades.
Also, you gain a +2 feat bonus to damage rolls with these weapons.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Perception, Skill Enhancement, Vampiric Heritage
Prerequisites: Vampiric Heritage feat
Benefit: You gain a +2 feat bonus to Stealth checks.
Also, you gain low-light vision.
Attack Bonus, Racial, Teamwork
Prerequisites: Goliath race
Benefit: You gain a +1 bonus to attack rolls with attacks granted to you by your allies.
Bloodied, Defense, Initiative, Support
Benefit: Once per round, you can use the aid defense action as a minor action when the chosen ally for that action is bloodied.
Also, you gain a +2 feat bonus to initiative checks.
Class, Power Enhancement, Temporary Hit Points
Prerequisites: Constitution 13, Dwarf race, Cleric class, healing word class power
Benefit: When you use your healing word class power on an ally, you gain temporary hit points equal to your Constitution modifier.
These temporary hit points increase to 4 + your Constitution modifier at 11th level, and to 8 + your Constitution modifier at 21st level.
Class, Healing Surge, Racial, Temporary Hit Points
Prerequisites: Dwarf race, Fighter class, Battlerager Training feature
Benefit: Your number of healing surges increases by one.
Also, the number of temporary hit points you gain from Fighter powers increases by 2.
These additional temporary hit points increase to 4 at 11th level, and to 6 at 21st level.
Class, Racial, Skill Enhancement, Traps
Prerequisites: Dwarf race, Rogue class
Benefit: You gain a +4 feat bonus to Perception checks to find traps, and to Thievery checks to open locks and to disable traps.
Healing, Healing Surge, Racial
Prerequisites: Constitution 13, Dwarf race
Benefit: Your number of healing surges increases by two.
Also, your healing surge value increases by your Constitution modifier.
Starting at 21st level, your number of healing surges increases by three instead.
Class, Racial, Saving Throws, Second Wind
Prerequisites: Dwarf race, any martial class
Benefit: When you use your second wind, you gain a +5 bonus to saving throws until the end of your next turn.
Class, Defense, Racial, Support, Triggered
Prerequisites: Dwarf race, Artificer class, Arcane Rejuvenation feature
Benefit: When an ally gains temporary hit points due to your Arcane Rejuvenation class feature, that ally also gains a +2 bonus to all defenses until the start of his or her next turn.
Attack Bonus, Racial
Prerequisites: Dwarf race, Stand Your Ground trait
Benefit: At the start of your turn, you gain a +1 feat bonus to attack rolls using Axes and Hammers. This bonus lasts until you move or are moved.
Damage Bonus, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Dwarf race, Dwarven Weapon Proficiency trait
Benefit: You gain proficiency with all Axes and Hammers.
Also, you gain a +2 feat bonus to Weapon damage rolls with Axes and Hammers.
This bonus to damage rolls increases to +3 at 11th level, and to +4 at 21st level.
Condition Negation, Damage Penalty, Power Enhancement, Racial
Prerequisites: Genasi race, firedeath racial power
Benefit: When you use your firedeath racial power, you are no longer grabbed and cannot be grabbed until the end of your next turn.
Also until the end of your next turn, enemies take a -4 penalty to damage rolls against you.
This penalty to damage rolls increases to -8 at 11th level, and to -12 at 21st level.
Initiative, Mobility
Benefit: You gain a +4 feat bonus to speed during the first round of an encounter (and the surprise round, if you are allowed to act during it).
Charge, Class, Damage Bonus, Mobility, Power Enhancement
Prerequisites: Barbarian class, swift charge class power
Benefit: You gain a +1 bonus to speed when charging.
Also, you gain a +3 power bonus to the damage roll of the charge attack you make as part of your swift charge class power.
This power bonus to damage increases to +5 at 11th level, and to +7 at 21st level.
Class, Damage Bonus, Initiative
Prerequisites: Avenger class
Benefit: During the first round of combat, your avenger Weapon attacks deal an additional +1[W] damage.
Bloodied, Class, Initiative, Racial, Saving Throws
Prerequisites: Human race, any psionic class
Benefit: You gain a +2 bonus to Initiative.
In addition, you gain a +1 bonus to saving throws while you are bloodied.
Class, Condition Infliction, Power Enhancement, Racial
Prerequisites: Genasi race, Warden class, earthshock racial power
Benefit: Targets hit by your earthshock racial power are also slowed until the start of your next turn.
Spellscar
Mobility, Racial, Saving Throws, Skill Enhancement, Spellscar
Prerequisites: Goliath race
Benefit: Whenever you make an Athletics check to perform a long jump, you can jump 1 square farther than your Athletics check indicates and your jump can exceed your speed by the same amount.
Also, whenever you make a saving throw to catch yourself before falling, you receive a +4 feat bonus to that roll.
If you have the Student of the Plague feat, you can instead jump 2 squares farther, and when you succeed in a saving throw to catch yourself before falling, you do not become prone.
Class, Damage Bonus, Mark Punishment
Prerequisites: Warden class, Earthstrength feature
Benefit: When an adjacent enemy that is marked by you makes an attack that does not include you as a target, and hits and damages at least one of your allies, that enemy takes damage equal to 3 + your Constitution modifier.
This damage increases to 6 + your Constitution modifier at 21st level.
Damage Bonus, Power Enhancement, Power Recovery, Racial
Prerequisites: Genasi race, Earthsoul Manifestation trait
Benefit: When you miss all targets of your earthshock racial power, you regain the use of that power at the start of your next turn. The power gains the Reliable keyword.
Also, when you knock an enemy prone with your earthshock racial power, you also deal damage to it. The damage equals the ability modifier for the ability you use for the attack roll.
This damage increases to 1d6 + ability modifier at 11th level, and to 2d6 + ability modifier at 21st level.
Class, Defense, Second Wind
Prerequisites: Warden class, Earthstrength feature
Benefit: When you use your second wind, the bonus to Fortitude, Reflex, and Will you gain from it increases to equal your Constitution modifier.
If you would normally not gain the defense bonus from your second wind (such as if another character performs first aid on you), you instead gain one-half the bonus.
Class, Extra Attack, Second Wind
Prerequisites: Warden class, Earthstrength feature
Benefit: When you use your second wind, you can make a melee basic attack as a free reaction.
Class, Damage Resistance, Second Wind
Prerequisites: Warden class, Earthstrength feature
Benefit: When you use your second wind, you gain resist 2 to all damage until the end of your next turn.
This resistance increases to 5 at 11th level, and to 10 at 21st level.
Class, Mark Punishment, Temporary Hit Points
Prerequisites: Warden class, Earthstrength feature
Benefit: When any enemy marked by you makes an attack that doesn't include you as a target, you gain temporary hit points equal to 3 + your Constitution modifier.
These temporary hit points increase to 6 + your Constitution modifier at 21st level.
Elemental Nature, Mobility, Second Wind
Prerequisites: Born of the Elements feat
Benefit: You gain the Earth Walk ability, meaning that you ignore difficult terrain caused by rubble, uneven stone, or earthen construction.
In addition, whenever you use your second wind, you gain phasing until the end of your next turn. The phasing gained from this feat only allows you to phase through earth and rock.
Class, Necrotic, Worship
Prerequisites: any divine class, must worship the Raven Queen
Benefit: Your divine powers that deal radiant damage instead deal necrotic and radiant damage, and gain the Necrotic keyword.
Damage Bonus, Thunder, Triggered
Benefit: When you hit with a Thunder attack, you gain a +1 bonus to damage rolls until the end of your next turn.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Class, Damage Resistance, Racial, Triggered
Prerequisites: Goliath race, Artificer class, Arcane Rejuvenation feature, stone's endurance racial power
Benefit: When an ally gains temporary hit points from your Arcane Rejuvenation class feature, you gain resist 2 to all damage until the end of your next turn.
This resist increases to 4 at 11th level, and to 6 at 21st level.
Class, Power Recovery, Second Wind
Prerequisites: Barbarian class, roar of triumph class power
Benefit: The first time in an encounter that you use your second wind, you regain one use of your roar of triump class power.
Dying, Healing, Racial, Saving Throws, Triggered
Prerequisites: Revenant race
Benefit: You gain a +2 bonus to death saving throws.
Also, whenever the result of your death saving throw is 20 or higher and you spend a healing surge, you heal additional hit points equal to twice the number of healing surges you have expended.
Additionally, whenever you regain hit points while you are dying, you can stand from prone as a free reaction.
Charge, Power Enhancement, Racial, Reactive Strikes
Prerequisites: Half-elf race, Dilettante trait, you must have chosen a melee attack power for your Dilettante racial trait
Benefit: Once per encounter, you can use the power your chose for your Dilettante racial trait in place of a melee basic attack as part of a charge or a reactive strike.
Class, Defense, Power Enhancement
Prerequisites: Monk class
Benefit: Whenever you use a Movement Technique from an monk at-will power, you gain a +1 bonus to AC until the end of your next turn.
When you reach 21st level, choose Fortitude, Reflex, or Will. You also gain a +1 bonus to that defense when you gain the bonus to AC from this feat.
Class, Power Recovery, Racial
Prerequisites: Drow race, Assassin class, Lolthtouched trait, shade form class power
Benefit: On your turn, you can use a free action to expend the use of your Lolthtouched racial trait. If you do, you regain the use of your shade form class power.
Class, Damage Bonus, Racial, Weapon Specialization
Prerequisites: Eladrin race, Eladrin Weapon Proficiency trait, Rogue class
Benefit: You can use a longsword or a one-handed Spear with rogue powers that require a Light Blade.
Also, you can deal Sneak Attack damage with a longsword or a one-handed Spear. When you do, you deal +1 damage.
This damage increases to +2 at 11th level, and to +3 at 21st level.
Damage Bonus, Implement Specialization, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Eladrin race, Eladrin Weapon Proficiency trait
Benefit: You gain proficiency with all spears.
Also, you gain a +2 feat bonus to Weapon damage rolls with longswords and all Spears.
If you have the ability to use a longsword as an implement, you also gain the bonus to Implement damage rolls when wielding one.
This bonus to damage rolls increases to +3 at 11th level, and to +4 at 21st level.
Class, Implement Specialization, Racial, Weapon Specialization
Prerequisites: Dexterity 15, Eladrin race, Wizard class, Eladrin Weapon Proficiency trait
Benefit: You can use a longsword as an implement for Wizard powers. You do not count as having implement proficiency with a longsword for other purposes.
When using a longsword as an implement, you treat it as a wand for all purposes, including Arcane Implement Mastery if you have that class feature.
Class, Extra Attack, Power Enhancement, Racial, Teleportation
Prerequisites: Eladrin race, fey step racial power, Swordmage class
Benefit: When you use your fey step racial power to teleport to a space within reach of an enemy, you can make a melee basic attack as a free reaction against that enemy. If multiple enemies are within your reach, you can only make one attack.
Attack Penalty, Class, Mark Punishment, Racial, Weapon Specialization
Prerequisites: Eladrin race, Fighter class, Eladrin Weapon Proficiency trait
Benefit: When you are wielding a longsword or any Spear, enemies marked by you take a -3 penalty to attack rolls for being marked instead of a -2 penalty.
Bloodline
Damage Resistance, Elan Heritage, Power Repertoire, Telepathy
Prerequisites: Humanoid type
Benefit: You have undergone the rite of Awakening to strip away imperfections in your physical form, becoming an elan.
Your origin changes to immortal, making you considered an immortal creature for all purposes instead of your previous creature origin, such as natural or fey.
Also, you gain the Telepathy trait with a range of 5. For the purpose qualifying for feats that require the Telepathy racial trait, you count as a kalashtar.
For every two additional feats from this bloodline you have, the range of your Telepathy trait increases by 1.
In addition, you gain the elan resilience power.
Elan
Utility
Elan Resilience
EncounterImmediate Interrupt
Psionic energy flares around you, limiting the effect of an attack
Psionic
Trigger:  You take damage.
Personal
Effect:  You reduce the triggering damage by your Intelligence modifier.
Level 11:  By 3 + your Intelligence modifier.
Level 21:  By 6 + your Intelligence modifier.
Bloodline
Attack Bonus, Class, Elan Heritage, Triggered
Prerequisites: Elan Heritage feat, Flurry of Blows feature
Benefit: When you damage an enemy using the power granted by your Flurry of Blows class feature, the first attack you make against that enemy before the end of your next turn can target Will instead of the defense normally targeted.
Bloodline
Class, Defense, Elan Heritage, Support, Triggered
Prerequisites: Ardent class, Elan Heritage feat, Ardent Mantle feature
Benefit: When you use your elan resilience bloodline power, each ally within the radius of your Ardent Mantle gains a +2 bonus to all defenses until the start of the triggering creature's next turn.
Bloodline
Class, Damage Bonus, Elan Heritage, Mark Punishment, Psychic, Triggered
Prerequisites: Battlemind class, Elan Heritage feat
Benefit: When you use your elan resilience bloodline power, each enemy marked by you takes psychic damage equal to your Constitution modifier.
This psychic damage increases to 3 + your Constitution modifier at 11th level, and to 6 + your Constitution modifier at 21st level.
Class, Skill Enhancement, Support
Prerequisites: Ardent class, Mantle of Elation feature
Benefit: The bonus to Diplomacy checks and Intimidate checks granted by your Mantle of Elation increases by one-half your Constitution modifier.
Attack Bonus, Class, Support, Triggered
Prerequisites: Ardent class, Mantle of Elation feature
Benefit: Whenever an ally within the radius of your Mantle of Elation attempts a saving throw, he or she gains a bonus to attack rolls until the end of his or her next turn. The bonus equals +1 if the ally succeeded in the saving throw, or +2 if he or she failed in it.
Class, Damage Bonus, Fire, Power Enhancement, Racial
Prerequisites: Tiefling race, Warlock class; eldritch blast attack power or eldritch strike attack power
Benefit: When you use your eldritch blast or eldritch strike attack power, you can choose for it to deal fire damage. If you do, it gains the Fire keyword and gains a +1 bonus to the damage roll.
The bonus to damage increases to +2 at 11th level, and to +3 at 21st level.
Class, Implement Specialization, Weapon Specialization
Prerequisites: Artificer class
Benefit: You can draw or stow a wand once per turn as a free action on your turn.
Also, you can load a crossbow as a free action.
Class, Combat Advantage, Mobility
Prerequisites: Kobold race, Warlock class, Warlock's Curse feature
Benefit: If you move at least 3 squares away from where you started your turn, until the start of your next turn, you gain combat advantage against creatures under your curse.
Class, Damage Bonus, Mark Punishment, Racial
Prerequisites: Genasi race, Swordmage class, Elemental Manifestation trait, Aegis of Assault feature
Benefit: When you hit with the attack granted by your aegis of assault class power, the target also takes 3 damage of a type based on your current Elemental Manifestation. The attack has the corresponding keyword.
Earthsoul, Sandsoul: Force damage.
Firesoul, Cindersoul, Magmasoul: Fire damage.
Plaguesoul: Poison damage.
Stormsoul: Thunder damage.
Sunsoul: Radiant damage.
Voidsoul: Psychic damage.
Watersoul, Causticsoul: Acid damage.
Windsoul: Cold damage.
If you are currently manifesting more than one element, choose one damage type when making the attack from those available to you.
The damage increases to 6 at 11th level, and to 9 at 21st level.
Attack Bonus, Class, Power Enhancement, Racial
Prerequisites: Genasi race, Barbarian class, Elemental Manifestation trait, Savage Rage feature
Benefit: If you are not raging when you use the racial power granted by your Elemental Manifestation racial trait, you gain a +2 bonus to attack rolls with Rage powers until the end of your next turn.
If you are raging, you gain a +2 bonus to all attack rolls until the end of your next turn instead.
Acid, Class, Cold, Damage Bonus, Fire, Lightning, Racial, Thunder
Prerequisites: Genasi race, Swordmage class
Benefit: When you use a Swordmage power that has the Acid, Cold, Fire, Lightning, or Thunder keyword, you gain a +2 feat bonus to damage rolls.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Class, Racial, Support, Temporary Hit Points, Triggered
Prerequisites: Genasi race, any divine class, Elemental Manifestation trait
Benefit: When you use the racial power granted by your Elemental Manifestation racial trait, you or one ally within 5 squares of you gains temporary hit points equal to your [Strength or Constitution] modifier.
These temporary hit points increase to 4 + your [Strength or Constitution] modifier at 11th level, and to 8 + your [Strength or Constitution] modifier at 21st level.
Class, Saving Throws
Prerequisites: Warden class, Font of Life feature
Benefit: You gain a +2 bonus to saving throws made at the start of your turn against ongoing effects and conditions with the Acid, Cold, Fire, Lightning, or Thunder keywords.
Elemental Companion
Elemental Companion, Elemental Nature
Prerequisites: Born of the Elements feat, must not have the Arcane Familiar feat
Benefit: You gain an elemental companion.
For each elemental companion feat you have beyond this one, your elemental companion gains a +1 bonus to all defenses.
Class, Damage Resistance, Racial, Saving Throws
Prerequisites: Genasi race, Leader role, Elemental Manifestation trait
Benefit: Allies that are adjacent to you gain any resistances or bonuses to saving throws that you have because of your Elemental Manifestation racial trait.
If your Elemental Manifestation gives you the ability to breath underwater, you can share this ability as a minor action with anyone you touch. You must remain touching the recipient, and must use a minor action to sustain the effect each round.
Elemental Companion
Elemental Companion, Power Repertoire, Skill Enhancement
Prerequisites: 2nd level, Elemental Companion feat
Benefit: While your elemental companion is in passive mode, you gain a +2 power bonus to Insight checks and Perception checks.
Also, you gain the elemental conduit power.
Elemental Companion
Utility
Elemental Conduit
DailyMove Action
Chaos from your elemental companion twists space so that the two of you can swap positions
Elemental, Teleportation
Requirement:  Your elemental companion must be in active mode.
Target:  Close burst 10  (you, and your elemental companion in the burst)
Effect:  Each target teleports, swapping positions.
Class, Damage Bonus, Triggered
Prerequisites: Genasi race, any arcane class
Benefit: When you use the racial power granted by your Elemental Manifestation racial trait, you gain a +2 bonus to damage rolls with arcane powers until the end of your next turn.
This bonus to damage increases to +4 at 11th level, and to +6 at 21st level.
Acid, Class, Cold, Damage Bonus, Fire, Lightning, Thunder
Prerequisites: Genasi race; Wizard class or Sorcerer class with Elemental Magic feature or Warlock class with Elemental Pact feature
Benefit: When you use an at-will power from the class you used to qualify for this feat and that has the Acid, Cold, Fire, Lightning, or Thunder keyword, you add one-half your Strength modifier to the damage roll as a feat bonus.
When you use an encounter power or daily power from the class you used to qualify for this feat and that has the Acid, Cold, Fire, Lightning, or Thunder keyword, you add your Strength modifier to the damage roll as a feat bonus.
Class, Damage Bonus, Racial, Saving Throws
Prerequisites: Constitution 15, Genasi race, Defender role, Elemental Manifestation trait
Benefit: While you are adjacent to any ally, your innate racial defenses improve. Apply a benefit based on your current Elemental Manifestation.
Earthsoul: Your racial bonus to saving throws increases to +2.
Causticsoul, Cindersoul, Firesoul, Plaguesoul, Voidsoul: Your racial resistance increases by 5.
Ember Soul, Sandsoul, Sunsoul, Watersoul: Your racial bonus to saving throws increases to +4.
Magmasoul: The extra fire damage you deal increases to two dice.
Class, Damage Resistance, Power Enhancement, Saving Throws, Support
Prerequisites: Genasi race, Artificer class, Elemental Manifestation trait, Magical Infusion feature
Benefit: When you use your resistive formula or shielding elixir class power, the target gains a benefit in addition to the power's normal effects. The benefit depends on your current Elemental Manifestation and lasts until the effect of the resistive formula or shielding elixir ends.
Caustic soul: The target gains resist 5 acid.
Cindersoul, Firesoul: The target gains resist 5 fire.
Earthsoul: The target gains a +1 bonus to saving throws.
Embersoul: The target gains a +2 bonus to saving throws against Fire effects.
Magma Soul: Whenever the target takes fire damage, his or her melee attacks deal an extra 1d6 fire damage and the attacks gain the Fire keyword. This extra damage increases to 1d8 at 11th level, and to 1d10 at 21st level.
Plaguesoul: The target gains resist 5 poison.
Sandsoul: The target gains a +2 bonus to saving throws against effects that immobilize, restrain, or slow it.
Stormsoul: The target gains resist 5 lightning.
Sunsoul: The target gains a +2 bonus to saving throws against Fire and Radiant effects.
Voidsoul: The target gains resist 5 psychic.
Watersoul: The target gains a +2 bonus to saving throws against ongoing damage.
Windsoul: The target gains resist 5 cold.
The resist granted by this feat increases to 10 at 11th level, and to 15 at 21st level.
Elemental Companion
Damage Bonus, Elemental Companion, Support, Triggered
Prerequisites: Elemental Companion feat
Benefit: When you spend a healing surge while your elemental companion is in active mode, you and each ally adjacent to the companion gain a +2 bonus to damage rolls until the end of his or her next turn.
This damage bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Damage Bonus, Mark Punishment, Triggered
Prerequisites: Genasi race, Warden class, Elemental Manifestation trait
Benefit: When you use the racial power granted by your Elemental Manifestation racial trait, until the end of your next turn, you gain a +2 bonus to damage rolls against creatures marked by you.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Channel Divinity, Class, Damage Resistance, Defense, Mobility, Racial, Saving Throws, Support
Prerequisites: Genasi race, Invoker class, Elemental Manifestation trait, Covenant of Preservation feature
Benefit: When you use your preserver's rebuke Channel Divinity power, you also grant a benefit to the ally attacked by the triggering enemy. The benefit depends on your current Elemental Manifestation, and lasts until the start of the triggering creature's next turn.
Causticsoul: Resist 5 acid.
Cindersoul: A +1 power bonus to Fortitude, and resist 5 fire.
Earthsoul: A +1 power bonus to Fortitude, and a +1 power bonus to saving throws.
Embersoul: A +1 power bonus to Reflex, and a +5 power bonus to saving throws against Fire effects.
Firesoul: A +1 power bonus to Reflex, and resist 5 fire.
Magmasoul: A +1 power bonus to Fortitude, and the first melee attack the target makes before the end of his or her next turn deals an additional 1d6 fire damage. This additional damage increases to 1d8 at 11th level, and to 1d12 at 21st level.
Plaguesoul: Resist 5 poison. The target also gets a +5 power bonus to saving throws against disease that lasts until the end of the encounter.
Sandsoul: A +5 power bonus to saving throws against against effects that immobilize, restrain, or slow the target.
Sunsoul: A +5 power bonus to saving throws against Radiant or Fire effects.
Voidsoul: A +1 power bonus to Will, and resist 5 psychic.
Watersoul: A +5 power bonus to saving throws against ongoing damage.
Windsoul: A +1 power bonus to speed, and resist 5 cold.
The resist granted by this feat increases to 10 at 11th level, and to 15 at 21st level.
Class, Damage Resistance, Psionics, Triggered
Prerequisites: Genasi race, Elemental Manifestation trait, any psionic class, Psionic Augmentation feature
Benefit: When you would take damage that has a type and you have not yet expended the racial power from your Elemental Manifestation racial trait, you can expend 1 power point as an immediate interrupt to gain resist 5 to the triggering damage type or types until the start of your next turn.
The resist increases to 10 at 11th level, and to 15 at 21st level.
Background, Languages, Mobility, Skill Enhancement
Benefit: You can speak, read and write primordial.
Also, you gain a +2 bonus to Acrobatics and Athletics checks made while aboard a ship.
In addition, when you make an Athletics check to climb while aboard a ship, you climb at your normal speed rather than half speed.
Acid, Class, Cold, Fire, Lightning, Mark Punishment, Racial, Thunder
Prerequisites: Genasi race, Paladin class, Elemental Manifestation trait, Divine Sanction feature
Benefit: When you deal damage to a creature under your Divine Sanction, you can change the damage type from radiant to acid, cold, fire, lightning or thunder. If you do, your sanction is considered to not have the Radiant keyword and to have the corresponding damage keyword instead.
You can make this choice each time your Divine Sanction deals damage.
Damage Resistance, Racial, Triggered
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: Whenever you choose an aspect to manifest, choose one damage type: cold, fire, lightning, or thunder.
You gain resist 10 to the chosen damage type for the first attack that hits you and deals that damage type before the next time you choose an aspect to manifest.
The resist increases to 15 at 21st level.
Attack Bonus, Class, Support, Triggered
Prerequisites: Shaman class, Elemental Spirit feature
Benefit: When your spirit companion disappears as a result of one of your Shaman attack powers, you and your allies gain a +1 bonus to attack rolls against any enemy that was adjacent to the spirit. The bonus lasts until the end of your next turn.
Elemental Companion
Attack Bonus, Bloodied Enemey, Combat Advantage, Elemental Companion, Power Repertoire, Triggered
Prerequisites: 6th level, Elemental Companion feat
Benefit: While your elemental companion is in active mode, you gain a +1 bonus to attack rolls against bloodied creatures that are adjacent to the companion.
Also, you gain the elemental vengeance power.
Elemental Companion
Utility
Elemental Vengeance
DailyImmediate Reaction
A burst of scintillating color erupts from your destroyed companion, distracting your enemies
Elemental
Trigger:  Your active elemental companion is destroyed
Target:  Close burst 1, using your Elemental Companion's last space as the point of origin  (each enemy in the burst)
Effect:  Each target grants combat advantage until the end of its next turn.
Class, Critical, Power Recovery, Racial
Prerequisites: Genasi race, any martial class, Elemental Manifestation trait
Benefit: When you score a critical hit with a Weapon attack, you regain the use of the racial power granted by your Elemental Manifestation trait. You can gain this benefit only once per encounter.
Attack Bonus, Class, Mark Punishment, Mobility, Triggered, Weapon Specialization
Prerequisites: Fighter class, Elsir Hammer Student feat, Combat Challenge feature
Benefit: When you wield a one-handed hammer or a one-handed pick that you have proficiency with, you gain the following two benefits:
► When an enemy adjacent to you and marked by your ally shifts, you can shift 1 square as an opportunity reaction.
► When you use an at-will Fighter attack on your turn, or make the attack granted by your enforce challenge, you can choose to target Fortitude instead of AC.
Class, Mobility, Support, Triggered, Weapon Specialization
Prerequisites: Warlord class, Elsir Hammer Student feat, warlord's aura class power
Benefit: When you wield a one-handed hammer or a one-handed pick that you have proficiency with, you gain the following two benefits:
► When an enemy adjacent to you and marked by your ally shifts, you can shift 1 square as an opportunity reaction.
► When you hit with an attack on your turn, one ally in your warlord's aura can shift 2 squares as an opportunity reaction.
Class, Mobility, Triggered, Weapon Specialization
Prerequisites: Ranger class, Elsir Hammer Student feat
Benefit: When you wield a one-handed hammer or a one-handed pick that you have proficiency with, you gain the following two benefits:
► When an enemy adjacent to you and marked by your ally shifts, you can shift 1 square as an opportunity reaction.
► When you hit with an attack on your turn, you can shift 2 squares as a free reaction. If your attack was a melee attack, you must end this shift adjacent to the target you hit. If your attack was a ranged attack, you must end the shift closer to the target than you started it.
Attack Bonus, Basic Attack, Class, Skill Enhancement, Weapon Specialization
Prerequisites: Fighter class, Ranger class or Warlord class; proficiency with any one-handed Hammer or proficiency with any one-handed Pick
Benefit: You gain a +2 feat bonus to Perception checks.
Also, when you wield a one-handed Hammer or one-handed Pick that you are proficient with and make a melee basic attack on your turn, you can choose to target Fortitude instead of AC.
Class, Racial, Stealth
Prerequisites: Eladrin race, Warlock class, Warlock's Curse feature, Fey Pact feature
Benefit: When you deal your extra curse damage on your turn, you become invisible until the end of your current turn.
Class, Defense, Mobility
Prerequisites: any shadow class, Monk class, Ranger class or Rogue class
Benefit: Whenever you end your turn at least 3 squares away from where you began your turn, you gain a +1 bonus to AC and Reflex until the start of your next turn.
Attack Bonus, Class, Racial
Prerequisites: Elf race, any arcane class, elven accuracy racial power
Benefit: When you use your elven accuracy racial power to reroll an attack roll for an arcane attack, you can reroll all attack rolls for that power that you wish.
Animal Companion, Attack Bonus, Class, Mobility, Racial
Prerequisites: Elf race, Ranger class, Wild Step trait, Beast Mastery feature, elven accuracy racial power
Benefit: Your beast companion ignores difficult terrain when it shifts.
Also, you can trigger your elven accuracy racial power when you make an attack roll for your beast companion and dislike the result. If you do, you apply the normal benefits of that power to your beast companion instead of yourself.
Attack Bonus, Class, Racial
Prerequisites: Elf race, Warden class, elven accuracy racial power
Benefit: When you use your elven accuracy racial power while you are in a Guardian Form, you gain a +3 feat bonus to the new attack roll.
If you have the Elven Precision feat, this bonus increases to a +5 feat bonus.
Attack Bonus, Power Enhancement, Racial
Prerequisites: Elf race, elven accuracy racial power
Benefit: When you use your elven accuracy racial power, you gain a +2 feat bonus to the new attack roll.
Defense, Power Enhancement, Racial, Saving Throws
Prerequisites: Elf race, elven accuracy racial power
Benefit: When you use your elven accuracy racial power and hit, you gain a +2 bonus to Will and to saving throws. These bonuses last until the start of your next turn.
Class, Damage Bonus, Racial
Prerequisites: Elf race, Rogue class
Benefit: While none of your allies are closer to your target than you are, you gain a +2 bonus to damage rolls for ranged attacks against that target. When determining if an ally is closer to the target, ignore allies that are helpless, stunned, dominated, unconscious or petrified.
This bonus to damage rolls increases to +3 at 21st level.
Class, Defense, Mobility, Racial
Prerequisites: Elf race, Fighter class
Benefit: When you move, the first square of your movement does not provoke reactive strikes from enemies marked by you.
Class, Critical, Damage Bonus, Support
Prerequisites: Avenger class, Oath of Enmity feature, Censure of Unity feature
Benefit: When you score a critical hit against your oath target, allies adjacent to the target gain a +2 bonus to damage rolls against the target until the start of your next turn.
The bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Class, Saving Throws, Second Wind, Support
Prerequisites: Warlord class, Inspiring Presence feature
Benefit: When an ally that can see you uses his or her second wind, he or she gains a bonus to saving throws until the end of his or her next turn. The bonus equals 1 + one-half your Charisma modifier.
Class, Power Enhancement, Racial, Stealth
Prerequisites: Dragonborn race, any shadow class; dragon breath racial power or dragonfear racial power
Benefit: When you use your dragon breath racial power or dragonfear racial power, you become invisible to all creatures you hit with that attack. This invisibility lasts until the end of your current turn.
Damage Bonus, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power
Benefit: You use d10s instead of d6s when rolling the damage for your dragon breath racial power.
Damage Bonus, Necrotic, Power Enhancement, Racial
Prerequisites: Revenant race, dark reaping racial power
Benefit: You gain a +2 bonus to the damage dealt by your dark reaping racial power.
This damage bonus increases to +4 at 11th level, and to +6 at 21st level.
Channel Divinity, Class, Damage Bonus, Support
Prerequisites: Avenger class, divine guidance Channel Divinity power
Benefit: The target of your divine guidance Channel Divinity power deals additional damage with the triggering attack. The additional damage equals your [Dexterity or Intelligence] modifier.
The additional damage increases to 2 + your [Dexterity or Intelligence] modifier at 11th level, and to 5 + your [Dexterity or Intelligence] modifier at 21st level.
Class, Damage Bonus, Mobility
Prerequisites: Warlock class, Shadow Walk feature
Benefit: When you have concealment from your Shadow Walk class feature, you gain a +1 bonus to damage rolls with Warlock attacks.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Psychic, Racial, Triggered
Prerequisites: Genasi race, Voidsoul Manifestation trait
Benefit: When an enemy hits with an attack against your Will or deals psychic damage to you, it takes psychic damage equal to your resist psychic.
Attack Bonus, Class, Defense, Psionics, Triggered
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: The first time you drop to 0 power points during an encounter, you gain a +2 bonus to attack rolls, and to Fortitude, Reflex and Will. These bonuses last until the end of your next turn.
Class, Critical, Extra Attack, Teamwork
Prerequisites: Warlord class, Tactician's Command feature
Benefit: Whenever you score a critical hit with a ranged attack, one ally of your choice can make a basic attack against the target as a free reaction.
Class, Defense, Shield
Prerequisites: Fighter class
Benefit: When you are using a shield you are proficient with, you also add the bonus it grants to your Reflex to your Will.
Class, Damage Bonus, Power Enhancement
Prerequisites: Ardent class, ardent outrage class power
Benefit: Each enemy affected by your ardent outrage class power also gains vulnerable to all damage until the end of your next turn. This vulnerability equals your Constitution modifier.
Bloodied, Healing, Second Wind
Prerequisites: Charisma 15
Benefit: When you use your second wind and none of your allies are adjacent to you, you regain additional hit points equal to your highest ability modifier.
If you are bloodied and at least one enemy is adjacent to you, you regain a further 5 hit points.
These additional hit points regained increase to 4 + your highest ability modifier, and to 10 further hit points at 21st level.
Class, Saving Throws
Prerequisites: Warden class, Font of Life feature
Benefit: Your Font of Life allows you to make a saving throw against two different effects instead of one effect.
Bloodied, Class, Combat Advantage, Racial
Prerequisites: Half-orc race, Invoker class, Half-orc Resilience trait
Benefit: The first time that you are bloodied in an encounter, you gain combat advantage with Invoker close burst or close blast attack powers. The combat advantage lasts until until the end of your next turn or until you are no longer bloodied.
Team
Healing, Healing Surge, Teamwork
Prerequisites: Constitution 13
Benefit: You gain a +2 feat bonus to your healing surge value. This bonus increases by +1 for each member of your Team within 10 squares of you who has this feat or is trained in Endurance.
This feat bonus increases to +3 at 11th level, and to +4 and to +2 for each Team member at 21st level.
Class, Condition Negation
Prerequisites: Barbarian class, Rageblood Vigor feature
Benefit: While you are raging, you do not become unconscious because of the dying condition.
Class, Kill Effect
Prerequisites: Assassin class, Assassin's Shroud feature
Benefit: If an enemy is reduced to 0 hit points or less while it has at least two of your shrouds on it, you can move up to two shrouds to a different enemy within 5 squares of you as a free reaction.
Class, Ongoing Damage, Power Enhancement, Racial, Weapon Specialization
Prerequisites: Dwarf race, Fighter class
Benefit: When you wield an axe, a hammer, a mace, or a pick and hit an enemy with a Fighter daily attack power, that enemy takes ongoing damage equal to your Constitution modifier (save ends).
This ongoing damage increases to 5 + your Constitution modifier at 21st level.
If the daily attack power already deals ongoing damage that has no damage type, you instead increase that ongoing damage by an amount equal to your Constitution modifier.
Class, Temporary Hit Points, Triggered
Prerequisites: Wisdom 15, Wizard class; Necromancy Specialization feature or Nethermancy Specialization feature
Benefit: Whenever a creature fails a saving throw against an effect from one of your Wizard powers, you gain temporary hit points equal to your Wisdom modifier.
These temporary hit points increase to 5 + your Wisdom modifier at 21st level.
Damage Resistance, Power Enhancement, Racial
Prerequisites: Githzerai race, iron mind racial power
Benefit: When you use your iron mind racial power triggered by an attack that has a damage type, you gain resist 5 against any damage types dealt by the triggering attack until the end of your next turn.
This resistance increases to 10 at 21st level.
Cold, Fire, Lightning, Power Enhancement, Psychic, Racial, Radiant, Thunder, Triggered
Prerequisites: Githzerai race, iron mind racial power
Benefit: When you use your iron mind racial power triggered by an attack that has a damage keyword, you can choose Cold, Fire, Lightning, Psychic, Radiant, or Thunder.
Until the end of your next turn, any attack you make can gain the chosen keyword and deal the corresponding type of damage. If the attack already deals one or more types of damage, those damage types and corresponding keywords are replaced by the chosen type and keyword.
Class, Saving Throws
Prerequisites: Warden class, Font of Life feature
Benefit: You gain a +1 bonus to saving throws granted by your Font of Life class feature.
Class, Temporary Hit Points, Support
Prerequisites: Artificer class, Magical Infusion feature
Benefit: When an ally uses the free action to gain temporary hit points by ending your resistive formula class power's effect, he or she can choose one ally within 5 squares of him or her. The chosen ally gains temporary hit points equal to one-half the temporary hit points the acting ally gained.
Familiar
Familiar, Flanking, Power Repertoire
Prerequisites: Arcane Familiar feat, 16th-level or higher utility power
Benefit: You replace one of your 16th-level or higher utility power utility powers with the enlarge familiar feat power.
Feat
Utility
Enlarge Familiar
EncounterMinor Action
Suddenly, what seemed a harmless pet rears up to threaten your enemy
Arcane, Teleportation
Requirement:  Your familiar must be in its active mode.
Effect:  Until the start of your next turn, your familiar gains the following benefits:
► Its size becomes Small.
► It has hit points equal to your healing surge value.
► It can flank enemies, though it cannot otherwise make attacks.
When this effect ends, the familiar teleports to your space and enters passive mode.
Class, Power Enhancement
Prerequisites: Controller role
Benefit: When you use an at-will attack power or an encounter attack power from a class with the Controller role, you can choose to enlarge that power. You can only enlarge a power that has a blast or burst area of effect, and the power must roll dice for damage.
When enlarged, you increase the size of the power's blast by 2 squares or its burst by 1 square, but the power takes a -2 penalty to damage for each die of damage.
Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power
Benefit: When you use your dragon breath racial power, you can choose to make it blast 5 instead of blast 3.
If you have the Hurl Breath feat, you can choose to make your dragon breath racial power an area burst 2 instead of area burst 1 when using that feat.
Class, Defense, Power Enhancement, Psionics, Skill Enhancement
Prerequisites: Goliath race, stone's endurance racial power, any psionic class
Benefit: When you make an Athletics check, you can use your Constitution modifier instead of your Strength modifier.
Also, if you have at least 1 power point when you use your stone's endurance racial power, you also gain a +2 bonus to Will until the end of your next turn.
Class, Defense, Power Enhancement, Racial, Shapechange, Skill Enhancement
Prerequisites: Shifter race, any psionic class, razorclaw shifting racial power
Benefit: While under the effects of your razorclaw shifting racial power, you also gain a +1 bonus to Will and a +3 bonus to Insight checks.
Class, Combat Advantage, Power Enhancement, Support
Prerequisites: Avenger class, swear enmity class power
Benefit: When you use your swear enmity class power, the target also grants combat advantage to all your allies until the end of your next turn.
Class, Racial, Temporary Hit Points, Triggered
Prerequisites: Avenger class, swear enmity class power; Revenant race or Shadar-kai race
Benefit: When the target under your oath hits you, you gain temporary hit points equal to 4 + your Wisdom modifier.
Bloodline
Attack Bonus, Class, Damage Bonus, Power Enhancement, Radiant, Vistani Heritage
Prerequisites: Avenger class, swear enmity class power, Vistani Heritage feat
Benefit: When you use your evil eye of the vistani bloodline power against the target under your oath, you do not provoke reactive strikes from that target.
Also, if no other enemy is adjacent to you when you do so, you can make two attack rolls and use either result, and you deal 1d6 radiant damage on a hit in addition to the power's normal hit results.
This radiant damage increases to 2d6 at 21st level.
Charge, Class, Damage Bonus, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: While you are in beast form, you gain a +2 bonus to damage rolls with charge attacks.
This damage bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Concealment, Power Enhancement, Racial, Support
Prerequisites: Gnome race, Paladin class, fade away racial power; lay on hands class power or virtue's touch class power
Benefit: When you use your lay on hands class power or your virtue's touch class power, the target ally gains concealment until the start of your next turn.
Class, Damage Bonus, Mark Punishment
Prerequisites: Swordmage class, aegis of ensnarement class power
Benefit: When you use your aegis of ensnarement class power to teleport an enemy, you gain a +4 bonus to melee damage rolls against that enemy until the end of your next turn.
This damage bonus increases to +6 at 21st level.
Background, Class, Languages, Skill Enhancement
Prerequisites: Bard class
Benefit: You can speak, read, and write Elven.
Also, when you make a Bluff check, a Diplomacy check, an Intimidate check, or a Streetwise check against a fey creature, you can roll twice and use either result.
Class, Forced Movement, Power Enhancement, Teleportation
Prerequisites: Warlock class, Fey Pact feature, misty step class power
Benefit: When you leave a space using your misty step Pact Boon power, you can slide each enemy adjacent to that space 1 square.
Class, Damage Resistance
Prerequisites: Shaman class, Companion Spirit feature
Benefit: Your spirit companion takes half damage from ranged attacks.
Class, Damage Resistance, Mobility
Prerequisites: Warlock class, Shadow Walk feature
Benefit: While you have concealment from your Shadow Walk class feature, you are treated as insubstantial against attacks triggered by your movement and can enter your enemies' spaces, though you cannot end your move there and trigger reactive strikes normally for entering an enemy's space.
Class, Mobility, Power Enhancement, Support
Prerequisites: Ardent class, ardent alacrity class power
Benefit: Each ally affected by your ardent alacrity class power can shift one-half his or her speed instead of 1 square.
Defense
Benefit: You gain a +2 bonus to Fortitude.
Class, Second Wind
Prerequisites: Constitution 19, any martial class
Benefit: You can use your second wind twice per encounter.
Defense
Benefit: You gain a +2 bonus to Reflex.
Critical, Power Recovery
Benefit: The first time you score a critical hit during an encounter, you regain the use of one encounter attack power you have expended. You can choose the attack that scored the critical hit if you wish.
If you can make attacks that target more than one creature, you only count the first attack roll for each attack for the purposes of triggering this feat.
Channel Divinity, Class, Power Enhancement, Undead-hunting
Prerequisites: Cleric class, turn undead Channel Divinity power
Benefit: When you use your turn undead Channel Divinity power, you can increase the size of the burst by 2.
Also, you push each target half the distance on a miss.
Defense
Benefit: You gain a +2 bonus to Will.
Attack Bonus, Class, Mark Punishment
Prerequisites: Swordmage class, aegis of assault class power
Benefit: You gain a +1 bonus to the attack roll granted by your aegis of assault class power.
The second time you use your aegis of assault against the same creature, this increases to a +2 bonus, and to a +3 bonus the third time you use it.
The bonus resets to +1 if you are rendered unconscious, or if the same creature is no longer marked by your arcane aegis class power.
Grapple, Skill Enhancement
Prerequisites: trained in Acrobatics
Benefit: You gain a +2 feat bonus to Acrobatics checks.
Also, when you use the escape action, you can do so as a minor action.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Deva race, Assassin class, memory of a thousand lifetimes racial power
Benefit: When you use your memory of a thousand lifetimes racial power to improve an attack roll, after the attack has been resolved, the target of that attack roll takes damage equal to your Dexterity modifier.
This damage increases to 2 + your Dexterity modifier at 11th level, and to 4 + your Dexterity modifier at 21st level.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Halfling race, second chance racial power; Assassin class with Assassin's Shroud feature or Avenger class with swear enmity class power or Ranger class with Hunter's Quarry feature
Benefit: You gain a benefit against a creature depending on your class: a creature under at least two of your shrouds if you're an Assassin, your oath target if you're an Avenger, or your quarry if you're a Ranger.
When such a creature misses you on an attack you forced it to reroll using your second chance racial power, you gain a +2 bonus to damage rolls against it until the start of its next turn.
The bonus to damage increases to +4 at 11th level, and to +6 at 21st level.
Damage Resistance, Defense
Prerequisites: Dexterity 17
Benefit: When an area or close attack targeting your AC or Reflex misses you but deals damage on a miss, you take no damage from the attack. You still suffer any other effects the attack might have.
Class, Defense, Mobility
Prerequisites: Dexterity 19, Charisma 15, Rogue class
Benefit: When you shift 2 or more squares on your turn, you gain a +1 bonus to AC and Reflex until the start of your next turn.
Skill Enhancement, Perception
Benefit: When you make a Perception check or an Insight check, you can roll twice and use either result.
Class, Power Recovery, Psionics, Support
Prerequisites: Psion class, Psionic Augmentation feature, send thoughts class power
Benefit: When you use your send thoughts class power to deliver a message to an ally who has the Psionic Augmentation class feature, you can choose to lose 1 power point to allow that ally to regain 1 power point.
Starting at 21st level, you can choose to lose 2 power points to allow the ally to regain 2 power points.
Damage Bonus, Undead-hunting, Weapon Specialization
Benefit: Whenever you make a Weapon attack using an axe or a heavy blade against an undead creature, you can reroll any damage die but must use the second result.
Class, Damage Bonus, Triggered, Weapon Specialization
Prerequisites: any martial class
Benefit: When you make an at-will martial melee attack against a target that is restrained, stunned or unconscious, you gain a +2 bonus to the damage roll, or a +3 bonus if you're wielding an axe or a heavy blade.
This bonus increases to +4 at 21st level, or to +5 if you're wielding an axe or heavy blade.
Class, Condition Negation, Weapon Specialization
Prerequisites: any martial class, proficiency with any superior weapon
Benefit: When you hit with an at-will martial melee attack while wielding a superior weapon you have proficiency with, the target cannot gain combat advantage against you until the start of your next turn.
Class, Proficiency Gain, Weapon Specialization
Prerequisites: Fighter class, Arena Training feature
Benefit: Choose two weapons that are not your arena weapons.
You gain proficiency with the chosen weapons if you don't already have it, and the chosen weapons become additional arena weapons for you.
Power Enhancement, Racial
Prerequisites: Shardmind race, shard swarm racial power
Benefit: When you use your shard swarm racial power, you can choose to use it as close burst 2 instead of close burst 1.
If you have the Distant Swarm feat, you can choose to use your shard swarm racial power as an area burst 2 as part of that feat.
Class, Power Repertoire
Prerequisites: Wizard class, Arcane Spellbook feature
Benefit: You add three Wizard powers to your spellbook each time instead of two. Add a third power for each level and category where you've already added two powers to your spellbook
This does not allow you to prepare additional powers for use or affect which levels of powers you can prepare.
Class, Power Enhancement, Support
Prerequisites: Warlord class, warlord's aura class power
Benefit: Your warlord's aura increases to an Aura 6 instead of Aura 5.
Attack Bonus, Power Enhancement
Prerequisites: Dexterity 13
Benefit: Your close burst, close blast, and area burst attacks ignore cover, but not superior cover.
Bloodied Enemy, Damage Bonus
Benefit: Whenever you bloody and enemy with an attack, that enemy takes an additional +4 damage from the attack.
This additional damage increases to +8 at 11th level, and to +12 at 21st level.
Class, Initiative, Support
Prerequisites: Warlord class, Combat Leader trait
Benefit: The bonus to initiative granted by your Combat Leader increases to +3.
Starting at 21st level, the bonus increases to +4 instead.
Rituals, Skill Enhancement
Prerequisites: Ritual Caster feat
Benefit: You gain a +2 bonus to skill checks you make as part of a ritual.
Attack Bonus, Class
Prerequisites: Ranger class, Running Attack feature
Benefit: The bonus to attack rolls granted by your Running Attack class feature increases to +2.
Class, Combat Advantage
Prerequisites: Assassin class, Rogue class or Vampire class
Benefit: You gain combat advantage against enemies that are deafened, immobilized, slowed, or weakened.
Class, Exploration, Skill Enhancement
Prerequisites: Wisdom 13, trained in Nature; Ranger class or any primal class
Benefit: You gain a +3 bonus to Perception checks to find tracks.
You also add the bonus to the Perception DC for other creatures to find your tracks. You can extend this benefit to up to six allies traveling with your.
This bonus increases to +4 and you can extend the DC increase to 4 allies at 11th level, and to +5 and ten allies at 21st level.
Defense, Mounted Combat
Benefit: When you are riding your mount, it gains a +4 bonus to AC against attacks triggered by using a trample power or similar ability.
Your mount also gains a +2 bonus to AC against attacks triggered by entering an enemy's space in other ways.
Rituals, Skill Enhancement
Prerequisites: Ritual Caster feat, endure elements ritual, one other exploration ritual
Benefit: When you make an Endurance check that is not made to determine a disease's stage change, you can use your Arcana check modifier, Nature check modifier, or Religion check modifier in place of your Endurance check modifier.
Also, once per day, you can ignore the component cost of an exploration ritual of your level or lower that you have mastered.
Attack Bonus, Class, Power Enhancement, Racial, Support
Prerequisites: Genasi race, Warlord class, warlord's aura class power; earthshock racial power or firepulse racial power
Benefit: When you hit an enemy with your earthshock racial power or your firepulse racial power, until the end of your next turn, allies in your warlord's aura gain a +2 bonus to attack rolls against that enemy.
Class, Forced Movement, Power Repertoire
Prerequisites: Controller role
Benefit: You gain the explosive power feat power.
Feat
Utility
Explosive Power
DailyFree Interrupt
Your attack explodes outward in a silent wave of energy, pushing creatures away from your attack's point of origin
Trigger:  You use an attack power that is a close blast, close burst, or area burst
Special
Effect:  You must push each creature you hit with the triggering power 5 squares from the attack's point of origin. This forced movement ends when the target is no longer inside the blast or burst.
You must also push each other creature in the burst or blast 1 square from the attack's point of origin. This forced movement ends when the target is no longer in the blast or burst.
You can resolve the rest of the power against these creatures even if they are outside of the power's blast or burst.
Class, Critical
Prerequisites: any arcane class
Benefit: When you score a critical hit with an arcane area or close attack power and you are wielding an implement that deals extra damage on a critical hit, you can choose to deal that extra damage against any single target that you hit with the attack.
If you score more than one critical hit, you can choose to deal the extra damage to the same target.
Class, Necrotic, Radiant
Prerequisites: Avenger class, Oath of Enmity feature
Benefit: Your attacks ignore any resist necrotic or resist radiant that the creature under your oath might have.
Class, Mark Punishment
Prerequisites: Swordmage class, Arcane Aegis feature; aegis of assault class power, aegis of ensnarement class power or aegis of shielding class power
Benefit: You can trigger your aegis or assault class power, your aegis of ensnarement class power, or your aegis of shielding class power when the creature marked by your arcane aegis class power is within 15 squares instead of 10 squares.
Starting at 21st level, you can use the power when the target is within 20 squares instead.
Class, Healing, Power Enhancement
Prerequisites: Cleric class, healing word class power
Benefit: The burst of your healing word class power increases by 5.
Class, Defense, Support, Triggered
Prerequisites: Bard class, Virtue of Prescience feature
Benefit: When you use your virtue of prescience action, the target ally gains one-half the bonus until the start of the triggering creature's next turn.
Racial, Telepathy
Prerequisites: Kalashtar race or Shardmind race; Telepathy trait
Benefit: The range of your Telepathy racial trait increases to 10.
Class, Teleportation
Prerequisites: Swordmage class
Benefit: Whenever you teleport using a Swordmage power, add 1 square to the distance you can teleport.
If you have the Aegis of Assault class feature, you instead add 2 squares to the distance. This stacks with the bonus you gain from the feature.
Power Repertoire, Racial
Prerequisites: Genasi race, Elemental Manifestation trait
Benefit: Select a genasi Elemental Manifestation you do not have.
When you take a short rest or extended rest, you can choose to change your Elemental Manifestation. When you finish the rest, choose either your original Elemental Manifestation or the one you chose for this feat. The chosen manifestation is your Elemental Manifestation until you choose to change it again.
Special: You can take this feat multiple times, choosing a different Elemental Manifestation each time.
If you do, you can choose between all the manifestation you have when changing your Elemental Manifestation.
Class, Critical, Teleportation
Prerequisites: Warlock class, Warlock's Curse feature; Dark Pact feature or Fey Pact feature
Benefit: When you score a critical hit against a creature under your curse, you can teleport 3 squares as a free reaction. If you score more than one critical hit with one attack, you can only teleport once.
The distance you can teleport increases to 4 squares at 11th level, and to 5 squares to 21st level.
Bloodline
Class, Implement Specialization, Miss Mitigation, Triggered, Vistani Heritage
Prerequisites: Wizard class, Wand of Accuracy feature, Vistani Heritage feat
Benefit: If you miss with an attack roll modified by your Wand of Accuracy class feature, you can use your evil eye of the Vistani bloodline power, if available, as a free reaction against the target you missed.
Bloodline
Class, Movement Hindrance, Power Enhancement, Vistani Heritage
Prerequisites: Assassin class, Assassin's Shroud feature, Vistani Heritage feat
Benefit: When you use your evil eye of the Vistani bloodline power against a target that has your shrouds on it, the target is immobilized while it is affected by your evil eye.
Class, Skill Enhancement
Prerequisites: any divine class
Benefit: Whenever you make an Insight check, you can roll twice and use either result.
Bloodline
Condition Infliction, Power Enhancement, Vistani Heritage
Prerequisites: Vistani Heritage feat
Benefit: A target affected by your evil eye cannot use triggered attacks.
Condition Infliction, Racial
Prerequisites: Drow race, cloud of darkness racial power
Benefit: When you deal damage to a target, you can expend your cloud of darkness racial power as a free reaction to blind the target until the end of your next turn.
Condition Negation
Benefit: You do not grant combat advantage for being flanked. You still count as flanked for other purposes.
Perception, Racial
Prerequisites: Genasi race; Cindersoul Manifestation trait or Voidsoul Manifestation trait
Benefit: While manifesting either Cindersoul or Voidsoul as your Elemental Manifestation, you gain darkvision.
When using this darkvision, a light as of a dying spark shines in your eyes.
Attack Bonus, Class, Racial, Support
Prerequisites: Elf race, Group Awareness trait, any primal class
Benefit: Each ally affected by your Group Awareness racial trait does not take the -2 penalty for attacking an enemy that has concealment. This does not affect total concealment.
Power Enhancement, Racial, Stealth, Support
Prerequisites: Gnome race, fade away racial power
Benefit: You can use your fade away racial power with the following trigger, target, and altered effect:
Trigger: An ally within 5 squares of you takes damage
Target: Close burst 5 (the triggering creature)
Effect: The target is invisible until he or she attacks, or until the end of his or her next turn, whichever comes first.
At your DM's discretion, some effects that would normally apply to you, can apply to the target of your fade away racial power instead when used like this.
Bloodied, Class, Teleportation, Triggered
Prerequisites: Assassin class, shadow step class power
Benefit: When you become bloodied, you may use your shadow step class power as an immediate reaction.
Starting at 21st level, you can use it as an opportunity reaction.
Racial, Stealth, Triggered
Prerequisites: Svirfneblin race, stone camouflage racial power
Benefit: When an attack hits you while you have concealment from your stone camouflage racial power, you can choose to become invisible until the end of your next turn or until you attack, whichever comes first.
Class, Racial, Support, Stealth, Triggered
Prerequisites: Gnome race, Warlord class, fade away racial power
Benefit: When an ally adjacent to you takes damage, you can use your fade away racial power as an immediate reaction, and apply its effects to both you and the ally who was damage.
You and the ally each track how long the effect lasts separately.
Racial, Skill Enhancement, Stealth
Prerequisites: Gnome race, fade away racial power, trained in Stealth
Benefit: When you make a Stealth check and dislike the result, you can choose to expend your fade away racial power to reroll the check.
Starting at 11th level, you gain a +2 power bonus to the reroll, and a +4 power bonus starting at 21st level.
Class, Racial, Stealth
Prerequisites: Gnome race, Shaman class, Spirit Companion feature
Benefit: While you are hidden from a creature, your spirit companion is also hidden from that creature, even if it couldn't normally hide from that creature.
Power Enhancement, Racial, Stealth, Triggered
Prerequisites: Gnome race, fade away racial power
Benefit: You can trigger your fade away racial power when an enemy misses you with a melee attack.
Familiar
Familiar, Healing, Second Wind
Prerequisites: Arcane Familiar feat
Benefit: If your familiar is within 10 squares of you when you use your second wind, you regain 3 additional hit points.
These additional hit points increase to 5 at 11th level, and to 7 at 21st level.
Class, Damage Bonus, Racial
Prerequisites: Shifter race, any arcane class, longtooth shifting racial power
Benefit: While under the effects of your longtooth shifting racial power, each time you hit with a ranged arcane attack power, one enemy adjacent to the target takes damage equal to 2 + your implement's enhancement bonus.
This damage increases to 3 + your implement's enhancement bonus at 11th level, and to 5 + your implement's enhancement bonus at 21st level.
Animal Companion, Damage Bonus, Shapechange
Prerequisites: a Beast Form feature or trait or an animal companion feature
Benefit: You gain a +2 feat bonus to damage rolls with Beast Form powers if you can assume a Beast Form.
Your animal companion gains a +2 feat bonus to damage rolls if you have an animal companion.
This damage bonuses increase to +3 at 11th level, and to +4 at 21st level.
Bloodline
Bloodied, Class, Foulborn Heritage, Power Recovery, Psionics, Triggered
Prerequisites: any psionic class, Psionic Augmentation feature, Foulborn Heritage feat
Benefit: The first time you become bloodied in an encounter, you regain 1 power point.
Class, Power Enhancement, Racial
Prerequisites: Drow race, any shadow class, cloud of darkness racial power
Benefit: You can choose to use your cloud of darkness racial power as an area burst 1 within 10 squares instead of a close burst 1.
If you have the Clutch of Darkness feat, you can also choose to use your cloud of darkness racial power as an area burst 2 within 10 squares.
Weapon Specialization
Prerequisites: Dexterity 13
Benefit: When you use a ranged weapon with the Load Free or Load Minor property, you increase the normal range by 5 squares and the long range by 10 squares.
Class, Power Enhancement
Prerequisites: Wizard class
Benefit: If a ranged Wizard power has a range or normal range of 10 squares or fewer, you increase the power's range by 2 squares, or normal range by 2 squares and long range by 4 squares.
If a ranged Wizard power has a range or normal range of 11 squares or more, you increase the power's range by 5 squares, or normal range by 5 and long range by 10 squares.
Starting at 11th level, you similarly increase the range at which you can place Wizard area powers. For example, an area burst 1 within 10 squares becomes an area burst 1 within 12 squares.
Weapon Specialization
Prerequisites: Strength 13
Benefit: When you use a thrown weapon, you increase the normal range by 2 squares and the long range by 4 squares.
Class, Mark Punishment, Power Enhancement
Prerequisites: Warden class, warden's grasp class power
Benefit: Your warden's grasp class power is a close burst 7 instead of close burst 5, and can be triggered by an enemy within 7 squares of you.
Starting at 21st level, your warden's grasp class power is a close burst 10 instead, and can be triggered by an enemy within 10 squares of you.
Power Repertoire, Racial
Prerequisites: Genasi race, Elemental Manifestation trait, Extra Manifestation feat
Benefit: Once per day, you can change your Elemental Manifestation as a minor action.
If you have already used an encounter power associated with your Elemental Manifestation, you can still use the encounter power associated with your newly adoped Elemental Manifestation.
Charge, Mobility
Prerequisites: Constitution 13
Benefit: You gain a +2 bonus to speed when you charge or run.
Action Point, Class, Extra Attack, Mobility, Support
Prerequisites: Warlord class, Bravura Leader feat
Benefit: Whenever an ally makes an attack with bravado from your Bravura Leader feat and hits with the attack, he or she can choose to either make a basic attack as a free reaction, or to take a non-attack move action as a free reaction.
Channel Divinity, Class, Defense, Triggered
Prerequisites: Cleric class, divine fortune Channel Divinity power, must worship the Raven Queen
Benefit: Whenever you hit with an attack or succeed on a saving throw benefiting from your the divine fortune Channel Divinity power, you also gain a +2 bonus to all defenses until the end of your next turn.
Saving Throws
Prerequisites: Charisma 15
Benefit: When you fail a saving throw, you gain a +2 bonus to the next saving throw you make against the same effect.
If you fail a saving throw while you have the bonus from this feat, you gain a +4 bonus to the next saving throw against the same effect instead.
Pact
Class, Power Enhancement, Skill Enhancement, Stealth
Prerequisites: Warlock class, Sorcerer-King Pact feature
Benefit: You gain a +2 feat bonus to Streetwise checks.
Also, when you enhance your hand of blight attack power with your Fell Might, you can choose to become invisible to the target instead of dealing the additional damage from enhancing normally. You become invisible to the target after the attack has been resolved, and remain invisible until the end of your next turn.
Class, Defense, Fear, Saving Throws
Prerequisites: Wisdom 15, any martial class
Benefit: You gain a +2 bonus to saving throws against Charm and Fear effects.
You also gain a +1 bonus to Will against Charm and Fear attacks.
Class, Damage Resistance, Power Enhancement, Racial, Triggered
Prerequisites: Goliath race, stone's endurance racial power; Avenger class with Oath of Enmity feature or Ranger class with Hunter's Quarry feature
Benefit: When the creature under your oath or that is your quarry hits you with a melee attack, you can use your stone's endurance racial power as an immediate interrupt.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Half-orc race, Ranger class, furious assault racial power
Benefit: When you use your furious assault racial power to add damage to a Ranger power, you can add the damage to each target once.
Bloodied Enemy, Class, Temporary Hit Points, Triggered, Support
Prerequisites: Barbarian class, Thaneborn Triumph feature
Benefit: Whenever you bloody an enemy with a Barbarian attack power, you gain temporary hit points equal to your Charisma modifier.
If you already have the same amount or more temporary hit points, an ally within 5 squares of you instead gains the temporary hit points.
The temporary hit points increase to 3 + your Charisma modifier at 11th level, and to 6 + your Charisma modifier at 21st level.
Charge, Class, Forced Movement, Power Enhancement
Prerequisites: Barbarian class, Rageblood Vigor feature
Benefit: When you hit with the charge attack granted by your swift charge class power, you can push the target 1 square. If your attack already pushes, increase the distance by 1 square instead.
Starting at 21st level, you can push the target 2 squares if you hit, or 1 square if you miss.
Bloodline
Attack Penalty, Class, Power Enhancement
Prerequisites: Monk class, Flurry of Blows feature, Foulborn Heritage feat
Benefit: When you use the power granted by your Flurry of Blows class feature, you can choose to have a target take a -2 penalty to attack rolls until the end of your next turn instead of the normal effect.
Attack Penalty, Class, Fear, Power Enhancement, Racial
Prerequisites: Half-orc race, Avenger class, furious assault racial power, Oath of Enmity feature
Benefit: When you use your furious assault racial power against your oath target, the target takes a -2 penalty to attack rolls until the end of your next turn. This is a Fear effect.
Team
Fear, Skill Enhancement, Teamwork
Benefit: You gain a +2 feat bonus to Intimidate checks.
This bonus increases by +1 for each member of your Team within 10 squares who is trained in Intimidate or has this feat. The maximum total bonus from this feat is +5.
Class, Marking, Mark Punishment
Prerequisites: Battlemind class, mind spike class power
Benefit: When you use your mind spike class power, you can choose to also mark each enemy adjacent to the target until the end of that enemy's next turn.
Class, Marking, Power Enhancement, Racial
Prerequisites: Mul race, Fighter class, incredible toughness racial power
Benefit: When you use your incredible toughness racial power, you can mark each enemy adjacent to you until the end of your next turn.
Forced Movement, Skill Enhancement
Prerequisites: trained in Bluff
Benefit: Whenever you are bloodied and succeed in a Bluff check to gain combat advantage, you can slide the target 1 square.
Combat Advantage, Second Wind
Prerequisites: Intelligence 13, Charisma 13
Benefit: When you use your second wind on your turn, choose one or two enemies that can see you. The chosen enemies grant combat advantage to you until the end of your next turn.
Bloodline
Animal Companion, Class, Combat Advantage, Flanking, Vistani Heritage
Prerequisites: Ranger class, Beast Mastery feature, wolf companion, Vistani Heritage feat
Benefit: While you are flanking a target, your wolf companion has combat advantage against that target.
Also, while your wolf companion is flanking a target, you have combat advantage against that target.
Class, Mobility, Power Enhancement, Racial
Prerequisites: Elf race, Battlemind class, speed of thought class power
Benefit: When you use your speed of thought class power, you can use your Dexterity modifier in place of your Charisma modifier to determine how far you can move.
If you have the Wild Step racial trait, you ignore difficult terrain during the move.
Attack Bonus, Critical, Damage Bonus, Racial
Prerequisites: Half-orc race
Benefit: Whenever you score a critical hit with a melee Weapon attack, you gain a +2 bonus to attack rolls and a +4 bonus to damage rolls until the end of your next turn.
Dying, Extra Attack, Racial
Prerequisites: Minotaur race, Ferocity trait
Benefit: When you drop to 0 hit points or fewer, you can choose to make a melee basic attack with a -2 penalty to the attack roll against each enemy adjacent to you instead of the single melee basic attack normally granted by your Ferocity racial trait.
Class, Damage Bonus, Power Enhancement
Prerequisites: Battlemind class, battle resilience class power
Benefit: When you use your battle resilience class power, you gain a +2 power bonus to damage rolls until the end of your next turn.
This damage bonus increases to +4 at 21st level.
Class, Combat Advantage, Damage Bonus, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: While you are in beast form, you gain a +2 bonus to damage rolls against enemies granting combat advantage to you.
This bonus to damage increases to +4 at 21st level.
If you have the Druid of Darkness feat, you increase the bonus you gain from that feat by +2 instead of gaining an additional bonus from this feat.
Multiclass
Healing, Multiclass Ardent, Power Repertoire, Skill Training
Prerequisites: Charisma 13
Benefit: You gain training in one skill from the ardent's class skill list.
Also, you can use the Ardent's ardent surge class power as a daily power once per day.
Class, Racial, Two-weapon Fighting, Weapon Specialization
Prerequisites: Eladrin race, Eladrin Weapon Proficiency trait, Fighter class, Tempest Training feature
Benefit: You can wield a longsword in your off-hand even though it does not have the Off-Hand trait.
Fey Nature, Languages, Skill Enhancement
Prerequisites: trained in Arcana
Benefit: Through your knowledge and experience of the fey, you have gained some of their qualities; you gain a +2 feat bonus to Bluff checks and Diplomacy checks.
Also, you can read, speak and write Elven. If you can already read, speak and write Elven, you can instead read, speak and write Sylvan.
Fey Nature, Power Repertoire
Prerequisites: fey origin or Fey Bond feat
Benefit: Choose one at-will power available as part of the Wizard class's Cantrips class feature. You gain that power.
Charge, Class, Racial, Teleportation
Prerequisites: Eladrin race, fey step racial power; Barbarian class or Fighter class
Benefit: When you charge, you can expend your fey step racial power to replace up to 5 squares of your movement during the charge with teleportation.
If this charge attack hits, you regain the use of your fey step racial power at the start of your next turn.
Action Point, Class, Racial, Support, Teleportation
Prerequisites: Eladrin race, fey step racial power, Warlord class, warlord's aura class power; Tactical Presence feature or Skirmishing Presence feature
Benefit: When an ally in your warlord's aura spends an action point to take an extra action, that ally can teleport 1 square either before or after resolving that action.
This teleportation increases to 2 squares at 21st level.
Class, Fey Nature, Saving Throws, Skill Enhancement
Prerequisites: any primal class
Benefit: Imperceptible fey creatures whisper in your ear, offering insight into various topics and the environment around you, and helping you resist the charms of others.
You gain a +1 feat bonus to Nature checks, Perception checks, and Streetwise checks.
Choose Arcana, History, or Religion. You also gain a +1 feat bonus to skill checks with the chosen skill.
In addition, you gain a +2 bonus to saving throws against Charm effects. This increases to +4 against Charm effects by creatures of the fey origin.
Kill Effect, Racial, Teleportation
Prerequisites: Eladrin race, fey step racial power
Benefit: When you reduce a non-minion enemy to 0 hit points or less, you can use your fey step racial power as a free reaction.
Combat Advantage, Power Enhancement, Racial
Prerequisites: Eladrin race, fey step racial power
Benefit: You can expend your fey step racial power as a minor action with the following effect:
Effect: You perform rapid, short-range teleportations until the end of your next turn, gaining combat advantage against enemies adjacent to you.
Condition Negation, Power Enhancement, Racial, Triggered
Prerequisites: Eladrin race, fey step racial power
Benefit: You can use your fey step racial power as an immediate reaction with the following trigger:
Trigger: You are grabbed, immobilized, or restrained
When you do, you end the triggering condition in addition to the power's normal effects.
Familiar
Class, Familiar, Racial, Teleportation
Prerequisites: Eladrin race, fey step racial power, Arcane Familiar feat
Benefit: When you use your fey step racial power and your familiar is within 10 squares of you, you can also teleport it 5 squares.
Class, Damage Bonus, Racial, Triggered
Prerequisites: Elf race, Avenger class, elven accuracy power, Oath of Enmity feature
Benefit: When you use your elven accuracy racial power to reroll an attack roll against your oath target, you gain a +2 bonus to damage rolls against that target until the end of your next turn.
This damage bonus increases to +4 at 11th level, and to +6 at 21st level.
Class, Combat Advantage, Racial, Teleportation
Prerequisites: Eladrin race, fey step racial power; Assassin class, Monk class or Rogue class
Benefit: When you use your fey step racial power to teleport adjacent to an enemy, you gain combat advantage against that enemy until the end of your next turn.
Channel Divinity, Class, Power Enhancement, Racial, Support, Teleportation
Prerequisites: Eladrin race, Invoker class, fey step racial power, preserver's rebuke Channel Divinity power
Benefit: When you use your preserver's rebuke Channel Divinity power, you can also teleport the ally that was hit by the triggering enemy. The teleport distance is 2 squares.
The distance of the teleport increases to 3 at 21st level.
Class, Condition Infliction, Power Enhancement
Prerequisites: Warlock class, Warlock's Curse feature, Fey Pact feature
Benefit: Whenever you deal your extra curse damage to a target using a Warlock daily power, the target is slowed (save ends).
If the attack already applies a slowing effect that a save ends to the target, it is instead immobilized (save ends).
Fey Nature, Perception, Saving Throws, Skill Enhancement
Prerequisites: trained in Nature
Benefit: You gain a +2 feat bonus to Perception checks.
Also, you gain a +2 bonus to saving throws against Charm effects.
Fey Nature, Power Repertoire, Teleportation
Prerequisites: fey origin or Fey Bond feat
Benefit: You gain the fey shift feat power.
Feat
Utility
Fey Shift
At-WillMove Action
Your fey nature allows you to briefly flicker through the Feywild
Arcane, Teleportation
Personal
Effect:  You teleport up to 2 squares.
Power Enhancement, Racial, Support, Teleportation
Prerequisites: Eladrin race, fey step racial power
Benefit: When you use your fey step racial power, you can also teleport one adjacent willing creature that is your size or smaller.
The creature teleports with you at the same time. When you arrive at your destination, place the creature in any square adjacent to you.
Class, Power Enhancement, Racial, Support, Teleportation
Prerequisites: Eladrin race, Warlord class, fey step racial power, warlord's aura class power
Benefit: When you use your fey step racial power, you can also teleport one ally that is in your warlord's aura in your starting position. You can teleport the ally the same distance that you can teleport.
Racial, Skill Enhancement
Prerequisites: Eladrin race, fey step racial power, trained in Thievery
Benefit: While your fey step racial power is not expended, you can make Thievery checks at a range of 5 squares. If you do so, you take a -2 penalty to the check.
Power Repertoire, Racial
Prerequisites: Gnome race, Master Trickster trait
Benefit: You gain the mage hand and prestidigitation powers available as part of the Wizard class's Cantrips feature.
Fey Nature, Languages, Skill Enhancement
Prerequisites: trained in Nature
Benefit: You can use Nature in place of Arcana for fey-related knowledge checks.
Also, you can speak, read and write Elven. If you can already speak, read and write Elven, choose Giant, Goblin or Sylvan instead.
Attack Bonus, Class, Damage Bonus, Racial, Skill Enhancement
Prerequisites: Eladrin race, Gnome race or Satyr race; Bard class
Benefit: You gain a +2 feat bonus to Bluff checks and Diplomacy checks.
Also, when you use an arcane Charm power, you gain a +1 feat bonus to attack rolls and damage rolls.
The feat bonus to damage rolls increases to +2 at 11th level, and to +3 at 21st level.
Animal Companion, Fey Nature, Racial
Prerequisites: Eladrin race or Gnome race; an animal companion feature
Benefit: Your animal companion's origin changes to fey instead of natural.
If you are an eladrin, your companion also gains a +5 racial bonus to saving throws against Charm effects and when you use your fey step racial power, your companion can teleport the same distance you teleport.
If you are a gnome, your companion also gains a +5 racial bonus to saving throws against Illusion effects and when you use your fade away racial power, your companion is also invisible as long as you are.
Attack Bonus, Channel Divinity, Class, Racial, Support
Prerequisites: Gnome race, Cleric class, divine fortune Channel Divinity power
Benefit: When you use your divine fortune Channel Divinity power, you also grant the bonus to an ally within 5 squares of you.
Class, Power Enhancement, Racial, Teleportation
Prerequisites: Eladrin race, fey step racial power; Assassin class with Assassin's Shroud feature or Avenger class with Oath of Vengeance feature
Benefit: When you use your fey step racial power, you can teleport an additional 5 squares as long as you end the teleportation adjacent to your oath target or a creature that has your shrouds on it.
Class, Concealment, Power Enhancement, Racial, Support
Prerequisites: Intelligence 13, Gnome race, Warlord class, draw inspiration class power
Benefit: When you or an ally uses your draw inspiration, that character gains concealment until the end of his or her next turn. This also applies when you use your inspire the fallen class power.
Class, Combat Advantage, Racial, Stealth, Support
Prerequisites: Gnome race, Warlord class
Benefit: While you are hidden from an enemy, your allies have combat advantage against that enemy on attacks granted by your Warlord powers.
Class, Power Enhancement, Racial, Saving Throws, Support
Prerequisites: Eladrin race, Artificer class, Eladrin Will trait, Magical Infusion feature
Benefit: When you use one of the powers granted by your Magical Infusion class feature, the target can make a saving throw against a single Charm or Fear effect that a save can end.
The target gains a power bonus to the save if the effect is a Charm effect. The bonus equals your [Constitution or Wisdom] modifier.
Class, Power Enhancement, Psionics, Racial, Teleportation
Prerequisites: Eladrin race, fey step racial power, Battlemind class, Psionic Augmentation feature, blurred step class power
Benefit: If you have at least 1 power point when you use your blurred step class power, you can teleport a number of squares equal to your 1 + one-half your Intelligence modifier (minimum 1 square) instead of shifting.
Class, Combat Advantage, Racial, Teleportation
Prerequisites: Eladrin race, Warlord class
Benefit: Whenever you teleport, one enemy that you teleport adjacent to grants combat advantage until the end of your next turn.
Defense, Power Enhancement, Racial
Prerequisites: Eladrin race, fey step racial power
Benefit: When you use your fey step racial power, you gain a +2 bonus to all defenses until the end of your next turn.
Class, Racial, Teleportation, Triggered
Prerequisites: Dexterity 17, Eladrin race, any martial class
Benefit: Whenever you hit a target with a martial daily attack power, you can teleport yourself and the target as a free reaction. You teleport 5 squares, and then teleport the target 5 squares closer where you teleported to. Determine where you teleport the target as if you pulled it.
If your martial daily attack power targets more than one creature, you can choose whether to use this feat after you know which of the targets you hit. You can only teleport one target.
Class, Racial, Skill Enhancement
Prerequisites: Changeling race, any divine class
Benefit: You gain a +2 feat bonus to Religion checks.
Also, you can select feats for any domain, not just those for domains associated with your deity.
Animal Companion, Class, Damage Resistance, Racial
Prerequisites: Tiefling race, Fire Resistance trait, Ranger class, Beast Mastery feature
Benefit: Your beast companion has the same fire resistance that you have, not counting temporary increases.
Class, Mark Punishment, Power Enhancement, Racial
Prerequisites: Tiefling race, Fighter class, Combat Challenge feature, infernal wrath racial power
Benefit: Your infernal wrath racial power can also be triggered by an enemy marked by you hitting an ally with an attack that doesn't include you as a target.
Charge, Power Enhancement, Racial
Prerequisites: Gnoll race, ferocious charge racial power
Benefit: When you use your ferocious charge racial power, you can choose to make an at-will melee attack instead of a melee basic attack.
Class, Forced Movement, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: While you are in beast form and use a Beast Form power that pushes, pulls, or slides the target, you can increase the distance of the push, pull, or slide by 1 square.
Dying, Racial
Prerequisites: Revenant race, Unnatural Vitality trait
Benefit: If you drop to 0 or fewer hit points and choose to remain conscious do your Unnatural Vitality racial trait, you can remain conscious until you fail two death saving throws.
Damage Bonus, Elemental Nature, Fire, Triggered
Prerequisites: elemental origin or Born of the Elements feat
Benefit: You gain a +3 feat bonus to Fire damage rolls.
This damage bonus increases to +4 at 21st level.
Also, whenever you take fire damage, each creature adjacent to you takes 10 fire damage.
This fire damage increases to 15 at 21st level.
Damage Bonus, Fire, Power Enhancement, Racial
Prerequisites: Tiefling race, infernal wrath racial power
Benefit: Your infernal wrath racial power deals 4 additional damage.
The additional damage increases to 8 at 21st level.
Class, Healing, Power Enhancement
Prerequisites: Warlord class, draw inspiration class power
Benefit: When you finish an extended rest, you gain an additional inspiration, and can use an additional Inspiration power per encounter.
If your Inspiration can only be used once per day, such as if you gained it through multiclassing, it can be used one additional time per day instead.
Class, Damage Bonus, Weapon Specialization
Prerequisites: Fighter class, Fighter Weapon Talent feature
Benefit: Choose a weapon group.
You gain a +1 bonus to damage with weapons from the chosen group. The bonus applies to damage rolls, and to any damage where you would apply the weapon's enhancement bonus.
This damage bonus increases to +2 at 11th level, and to +3 at 21st level.
Class, Teleportation, Triggered
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: Whenever you hit an enemy under your curse with an encounter or daily warlock power, you can choose to reduce your extra curse damage to teleport the target.
If you do, after the attack has been resolved, you can teleport the target 3 squares for each die you reduced your extra curse damage by, to a minimum of 0 dice.
Damage Bonus, Damage Resistance, Elemental Nature, Fire, Second Wind
Prerequisites: Born of the Elements feat
Benefit: You gain resist 5 fire.
This resist increases to 10 at 11th level, and to 15 at 21st level.
If you already have resist fire, it instead increases by 5.
Also, when you use your second wind, your melee and ranged attacks deal 1d6 extra fire damage until the end of your next turn.
This extra fire damage increases to 2d6 at 11th level, and to 3d6 at 21st level.
Damage Resistance, Fire-hunting, Worship
Prerequisites: must worship Silvanus
Benefit: You gain resist 5 fire.
This resist increases to 10 at 11th level, and to 15 at 21st level.
If you already have resist 5 fire, it instead increases by 5.
Also, against fire creatures, your divine attack powers and primal attack powers deal +2 additional damage.
This additional damage increases to +4 at 11th level, and to +6 at 21st level.
Damage Bonus, Miss Mitigation, Racial
Prerequisites: Genasi race, firepulse racial power
Benefit: Your firepulse racial power deals an additional 1d6 damage.
Also, the power gains the Reliable keyword and you regain its use at the start of your next turn when you miss the target.
If you have the Firepulse Transformation feat, you regain the power if you miss all targets.
Power Enhancement, Racial
Prerequisites: Genasi race, firepulse racial power
Benefit: Your firepulse racial power targets each enemy adjacent to you instead of only the triggering enemy.
Class, Damage Bonus, Fire, Ongoing Damage, Radiant
Prerequisites: any divine class
Benefit: Whenever one of your divine attack powers deals ongoing radiant damage, the ongoing damage increases by 5 and becomes fire and radiant. The power gains the Fire keyword.
Combat Advantage, Initiative, Multiclass Rogue
Prerequisites: any multiclass Rogue feat, Rogue paragon multiclass
Benefit: You gain the Rogue feature First Strike.
Class, Saving Throw Penalty
Prerequisites: Avenger class, Oath of Enmity feature
Benefit: Your oath target takes a -2 penalty to saving throws against your Avenger powers.
Extra Attack, Miss Mitigation, Power Enhancement, Racial
Prerequisites: Drow race, cloud of darkness racial power
Benefit: Once on your turn, when you miss a target that is within your cloud of darkness racial power with a melee attack, you can make a melee basic attack against a different target as a free reaction.
Condition Infliction, Weapon Specialization
Benefit: When you hit with a melee Weapon attack using a flail and the attack lets you slide the target, you can choose to knock the target prone instead of sliding it.
Critical, Weapon Specialization
Prerequisites: Strength 21, Dexterity 19
Benefit: When you make a Weapon attack with a Flail, you can score a critical hit with a natural roll of 19 or 20.
Condition Infliction, Mobility Hindrance
Prerequisites: power strike attack power
Benefit: When you use your power strike attack power with a Flail you have proficiency with, you can choose to reduce the additional damage the power deals by 1[W]. If your power strike deals at least +4[W], you reduce it by 2[W] instead.
If you do, you knock the target prone and the target provokes a reactive strike from you if it stands up before the start of your next turn.
Miss Mitigation, Power Enhancement, Racial
Prerequisites: Thri-kreen race, thri-kreen claws racial power
Benefit: Your thri-kreen claws racial power gains the Reliable keyword and when you miss all targets, you regain it at the start of your next turn.
Spellscar
Damage Bonus, Fire, Mobility, Power Enhancement, Racial, Spellscar
Prerequisites: Shifter race, razorclaw shifting racial power
Benefit: While under the effects of your razorclaw shifting racial power, you can shift 2 squares at-will as a move action.
If you have the Student of the Plague feat, whenever you shift while under the effects of your razorclaw shifting racial power, your attacks deal 2 extra fire damage and gain the Fire keyword until the end of your next turn.
This extra fire damage increases to 4 at 11th level, and to 6 at 21st level.
Class, Defense, Mobility
Prerequisites: Ranger class, Running Attack feature
Benefit: Whenever you are adjacent to an enemy and move to another square adjacent to that enemy, you do not provoke a reactive strike from that enemy for your movement.
Animal Companion, Attack Bonus, Background, Class, Flanking
Prerequisites: Ranger class, Beast Mastery feature, Scion of Onat feat
Benefit: While you are flanking a creature with your beast companion, you and your beast companion gain a +2 bonus to attack rolls against that creature in addition to gaining combat advantage.
Mobility
Prerequisites: Dexterity 19, trained in Acrobatics
Benefit: You can move diagonally even if a wall corner normally blocks such movement.
Also, you can move through enemies' spaces. You provoke reactive strikes for this movement as normal. You can't end your move in an enemy's space.
Class, Damage Bonus, Weapon Specialization
Prerequisites: Rogue class, Sneak Attack feature, proficiency with rapier
Benefit: While wielding a rapier, if you are the only creature adjacent to the target of your attack, you may apply your Sneak Attack damage even if you do not have combat advantage against the target.
Condition Infliction
Benefit: Whenever you hit a slowed or immobilized target with a melee attack, you can knock it prone.
Special: If you choose this feat as a paragon feat, you can knock the target prone when you hit with any attack.
Miss Mitigation, Racial, Weapon Specialization
Prerequisites: Strength 15, Dexterity 17, Eladrin race, Eladrin Weapon Proficiency trait
Benefit: When you roll a 1 on an attack roll with a longsword, you can reroll the attack roll and must use the second result. The rerolled attack cannot score a critical hit.
Mobility
Benefit: You gain a +1 feat bonus to your speed.
Class, Power Repertoire, Racial
Prerequisites: Changeling race, Invoker class, Divine Covenant feature
Benefit: After each extended rest, you can choose a Covenant Manifestation for a Divine Covenant other than your own.
You have the chosen Covenant Manifestation instead of your usual manifestation until the end of your next extended rest. This only affects your Covenant Manifestation, you do not count as having the chosen manifestation for other purposes.
Class, Power Enhancement, Second Wind
Prerequisites: Githzerai race, Assassin class, shade form class power
Benefit: You can use your shade form class power as a free reaction when you use your second wind.
Defense, Power Enhancement, Racial
Prerequisites: Drow race, darkfire racial power
Benefit: When you use your darkfire racial power, you can alter its effects.
If you do, the target gains a +2 bonus to AC and Reflex instead of granting combat advantage.
Mobility, Racial
Prerequisites: Pixie race
Benefit: When you enter or leave an enemy's space, you do not provoke a reactive strike from that enemy.
Mobility, Power Enhancement, Racial
Prerequisites: Genasi race, sandslide racial power
Benefit: When you use your sandslide racial power, you can shift up to your speed as a free reaction.
Class, Mobility, Power Enhancement, Racial
Prerequisites: Halfling race, Monk class, second chance racial power
Benefit: When a Monk power allows you to shift and you have not expended your second chance racial power, you can enter enemies' spaces during this shift. You must still end the movement in an unoccupied square.
Damage Resistance, Racial
Prerequisites: Changeling race, Shapechanger subtype
Benefit: Whenever a creature scores a critical hit against you, make a saving throw.
If you succeed on the save, the critical hit is a normal hit instead.
Class, Mobility
Prerequisites: Monk class
Benefit: You gain a +1 feat bonus to speed.
This bonus increases to +2 at 11th level.
Action Point, Class, Damage Bonus
Prerequisites: Monk class, Flurry of Blows feature
Benefit: When you spend an action point to take an extra action and use your Flurry of Blows as part of that action, it does not count towards your normal limit of using it only once per turn.
Bloodline
Foamgather Heritage, Power Repertoire, Racial, Skill Enhancement
Prerequisites: Human race
Benefit: You gain a +2 feat bonus to Endurance checks.
Also, you can hold your breath for twice as long as normal.
In addition, you gain the deft diver bloodline power.
Foamgather
Utility
Deft Diver
At-WillMove Action
You move through the water like a fish and can make the most cumbersome weapons deadly underwater
Personal
Effect:  You swim a number of squares equal to your speed.
Until the end of your next turn, you take no penalties to attack rolls during aquatic combat for using a weapon other than a Spear or a Crossbow.
Bloodline
Attack Bonus, Foamgather Heritage, Power Repertoire, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Human race, Foamgather Heritage feat
Benefit: You gain proficiency with the net.
Also, you gain a +1 bonus to Weapon attack rolls with a net.
In addition, you swap one of your 1st-level at-will attack powers for the net snare bloodline attack power.
Foamgather
Attack
Net Snare
At-WillStandard Action
You catch an enemy in your net and maneuver it into position
Martial, Weapon
Requirement:  You must be wielding a net.
Attack:  Melee weapon or Ranged weapon  (one creature)
Your highest ability vs. AC
Hit:  1[W] damage, and the target is grabbed, and remains grabbed while within 2 squares of you. The grab automatically ends at the start of your next turn.
If you used this power as a melee attack, you slide the target 1 square. If you used it has a ranged attack, you pull the target 1 square.
Attack Bonus, Class, Power Enhancement, Racial, Skill Enhancement
Prerequisites: Deva race, any primal class, memory of a thousand lifetimes racial power
Benefit: When you use your memory of a thousand lifetimes racial power to enhance a Nature check, or to enhance an attack roll of a primal power, you add +1 to the result.
Damage Bonus, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power
Benefit: When you use your dragon breath racial power, you can choose to make it a close blast 1 instead of close blast 3.
If you do, you gain a +2 bonus to the damage roll.
This bonus damage increases to +4 at 11th level, and to +6 at 21st level.
If you have the Empowered Dragon Breath, you gain a +6 bonus to the damage roll instead of +4. This increases to +10 instead of +6 at 21st level.
If you have the Enlarged Dragon Breath feat, you can also choose to make your dragon breath racial power a close blast 2 to gain this benefit.
Saving Throws
Benefit: You gain a +2 bonus to saving throws against effects that daze, stun or knock you unconscious.
Class, Damage Bonus, Reactive Strikes
Prerequisites: Fighter class, Combat Superiority feature
Benefit: While you are wielding a one-handed weapon, you gain a bonus to damage rolls with reactive strikes. The bonus equals your Wisdom modifier.
Multiclass
Multiclass Psion, Power Repertoire
Prerequisites: any multiclass psion feat
Benefit: Choose one focus available as part of the Discipline Focus Psion class feature.
You can use each power granted by that Discipline Focus as a daily power.
Racial, Telepathy
Prerequisites: Kalashtar race or Shardmind race; Telepathy trait
Benefit: While you are not bloodied, the range of your Telepathy racial trait increases to 15.
Attack Bonus, Class
Prerequisites: Wizard class
Benefit: When you use an arcane attack power that is an area burst, close blast, or close burst and only one creature is within the area of effect, you gain a +2 bonus to the attack roll.
Channel Divinity, Class, Damage Bonus, Power Enhancement
Prerequisites: Invoker class, Covenant of Wrath feature
Benefit: When you use your armor of wrath Channel Divinity power and the triggering enemy is the only enemy in the burst, you deal +1d6 extra damage with that power.
This extra damage increases to +2d6 at 21st level.
Class, Damage Bonus, Triggered
Prerequisites: Sorcerer class
Benefit: When you use a sorcerer at-will attack power and hit two or more creatures, you gain a +2 bonus to damage damage rolls with ranged and melee attack powers until the end of your next turn.
This damage bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Forced Movement, Triggered
Prerequisites: Warden class, Font of Life feature
Benefit: When you succeed on a saving throw granted by your Font of Life class feature, you must slide one random creature adjacent to you 1 square.
This slide increases to 2 squares at 21st level.
Mobility
Prerequisites: trained in Nature
Benefit: You ignore difficult terrain that is the result of trees, underbrush, plants, or other natural growth.
Bloodline
Acid, Cold, Damage Bonus, Damage Resistance, Fire, Forgeborn Heritage, Lightning, Power Repertoire, Racial, Thunder, Triggered
Prerequisites: Dwarf race
Benefit: You gain resist 2 acid, resist 2 cold, resist 2 fire, resist 2 lightning, and resist 2 thunder.
These resists increase to 4 at 11th level, and to 8 at 21st level.
Also, you gain the elemental legacy bloodline power.
Forgeborn
Attack
Elemental Legacy
EncounterNonaction Interrupt
You allow the elemental energy in your soul to swell forth and scour your foes
Elemental; Acid, Cold, Fire, Lightning or Thunder
Trigger:  You hit an enemy with an attack
Special
Effect:  The triggering enemy takes 3 extra acid, cold, fire, lightning or thunder damage.
Level 11:  6 extra damage.
Level 21:  9 extra damage.
Action Point, Class, Power Recovery
Prerequisites: Monk class
Benefit: When you spend an action point to take an extra action, you also regain the use of a monk encounter attack power you have expended.
You can use the recovered attack as your extra action.
Attack Bonus, Class, Damage Bonus, Reactive Strikes, Teamwork
Prerequisites: any martial class
Benefit: Whenever you make a reactive strike, you gain a bonus to the attack roll and the damage roll equal to the number of your allies adjacent to that enemy.
The bonus to the damage roll increases to twice the number of your allies at 21st level.
Damage Resistance, Racial
Prerequisites: Warforged race, Warforged Resilience trait
Benefit: Whenever a critical hit is scored against you, roll a 1d20. On a result of 11 to 20, the critical hit becomes a normal hit instead.
If you are wearing heavy armor, roll twice and use either result.
Class, Defense, Power Enhancement, Saving Throws
Prerequisites: Cleric class, healing word class power
Benefit: The target of your healing word class power also gains a +2 bonus to Fortitude, and a +5 bonus to saving throws against Poison effects. These bonuses last until the end of your next turn.
Class, Damage Resistance, Luck
Prerequisites: Sorcerer class, Wild Magic feature
Benefit: When you roll for your Wild Soul resistance, choose either 1-5 or 6-10.
If the result of your first die roll is within the range you selected, you can choose any result to replate that roll.
Class, Combat Advantage, Power Enhancement, Racial
Prerequisites: Dexterity 19, Halfling race, any martial class
Benefit: When you use your second chance racial power, you gain combat advantage with martial attack powers against the triggering enemy until the start of the triggering enemy's next turn.
Class, Mobility, Racial, Shapechange
Prerequisites: Githzerai race, Druid class, Primal Predator feature, wild shape power
Benefit: When you use your wild shape class power to change from your beast form to your humanoid form, you can shift 2 squares instead of 1.
If you have the Agile Form feat or the Pouncing Form feat, you increase the shift granted by that feat by 1 square.
Mobility, Power Enhancement, Racial
Prerequisites: Genasi race, Causticsoul Manifestation trait, acid surge power
Benefit: When you use your acid surge racial power, you can shift your speed instead of half your speed.
Bloodline
Foulborn Heritage, Physical Change, Power Repertoire, Psychic
Prerequisites: natural origin, humanoid type
Benefit: You are a foulborn.
Your origin changes to aberrant instead of natural.
Also, you have the unbalanced mind power.
Foulborn
Utility
Unbalanced Mind
EncounterImmediate Reaction
Your connection to the Far Realm unleashes psychic pain in response to attack
Aura, Psionic, Psychic
Trigger:  You take damage
Personal
Effect:  Until the end of your next turn, you have an Aura 1 (Psionic, Psychic).
Any creature that enters the aura or ends its turn there takes 5 psychic damage. A creature can take this damage only once per turn.
Level 11:  10 psychic damage.
Level 21:  15 psychic damage.
Team
Skill Enhancement, Teamwork
Benefit: You gain a +2 feat bonus to Athletics checks.
This bonus increases by +1 for each member of your Team within 10 squares who is trained in Athletics or has this feat. The maximum total bonus from this feat is +5.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Thri-kreen race, Monk class, Flurry of Blows feature
Benefit: When you use the power granted by your Flurry of Blows class feature, your attack deals 2 extra damage to one of the power's targets.
The extra damage increases to 4 at 11th level.
Starting at 21st level, you can apply the extra damage to two of the power's targets.
Action Point, Racial, Second Wind
Prerequisites: Human race
Benefit: When you spend an action point, until the end of your next turn, you can use your second wind as a minor action.
Familiar
Class, Familiar, Mobility
Prerequisites: Artificer class, Arcane Familiar feat
Benefit: While in active mode, your familiar can exist up to 20 squares farther from than normal.
Special: You can take this feat a second time as a paragon feat to increase the distance by a further 25 squares, and a third time as an epic feat to increase the distance by a further 35 squares.
Condition Negation, Mobility, Power Enhancement, Racial
Prerequisites: Genasi race, swiftcurrent racial power
Benefit: When you use your swiftcurrent racial power, you ignore the immobilized, restrained, and slowed conditions during the move.
Starting at 11th level, you can also make a saving throw against one such effect that a save can end after using your swiftcurrent racial power. Starting at 21st level, you can make a save against each such effect that a save can end, or against one such effect even if it cannot be ended by a save normally.
Cold, Condition Infliction, Movement Hindrance, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power that deals cold damage, Frost Breath feat
Benefit: Each creature hit by your cold damage-dealing dragon breath racial power is immobilized until the end of your next turn.
Class, Power Enhancement, Skill Enhancement
Prerequisites: Bard class, words of friendship class power
Benefit: When you use your words of friendship class power, you can choose to apply the power bonus to a Bluff check instead of a Diplomacy check.
Cold, Condition Infliction, Movement Hindrance, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power that deals cold damage
Benefit: Each creature hit by your cold damage-dealing dragon breath racial power is slowed until the end of your next turn.
Class, Movement Hindrance, Power Enhancement, Teleportation
Prerequisites: Warlock class, Fey Pact feature with the Winter Fey, misty step class power
Benefit: When you use your misty step class power, the space you teleport from and all squares adjacent to that space become difficult terrain to everyone but you or creatures with Icewalk. This difficult terrain lasts until the start of your next turn.
Background, Damage Resistance, Defense, Shadow Nature
Prerequisites: Constitution 13 or Wisdom 13; shadow origin or any shadow class
Benefit: You gain resist 5 cold, and a +1 bonus to Will. If you already have resist cold, increase it by +5 instead.
The resist cold increases to 10 at 11th level, and to 15 at 21st level.
Class, Damage Bonus, Kill Effect
Prerequisites: Paladin class, Ardent Vow feature
Benefit: The first time in an encounter that you reduce an enemy marked by you to 0 or fewer hit points, you gain a +5 bonus to your first damage roll before the end of your next turn.
This bonus to damage increases to +10 at 21st level.
Charge, Class, Damage Bonus, Miss Mitigation, Power Enhancement, Racial
Prerequisites: Half-orc race, furious assault racial power; Avenger class with Oath of Enmity feature or Barbarian class with Rageblood Vigor feature or Ranger class with Hunter's Quarry feature
Benefit: You can use this feat depending on your class:
Avenger: When you charge your oath target.
Barbarian: When you charge and are bloodied.
Ranger: When you charge your quarry.
When you miss on a qualifying charge attack, you can use this feat to expend your furious assault racial power to reroll the attack roll. If the attack hits, you deal +1[W] extra damage to your quarry.
This extra damage increases to +2[W] at 21st level.
Class, Damage Bonus, Power Enhancement, Racial, Support
Prerequisites: Half-orc race, Artificer class, Magical Infusion feature
Benefit: An ally benefiting from your resistive formula or shielding elixir class power can use the following action:
Free Interrupt: Trigger: The ally hits with a melee attack; The triggering attack deals 1d8 extra damage and the power ends without the normal effect for ending it.
The extra damage increases to 2d8 at 21st level.
Fear, Power Repertoire, Racial, Skill Enhancement
Prerequisites: 2nd level, Tiefling race
Benefit: You gain a +2 feat bonus to Intimidate checks.
Also, you replace an utility power of 2nd level or higher with the furious demand power.
Feat
Utility 2
Furious Demand
DailyFree Reaction
Your soul burns with anger, causing your foe to quail in fear at the expression on your face
Arcane, Fear
Trigger:  You succeed on an Intimidate check or hit with an attack
Target:  Special  (the creature you intimidated or hit)
Effect:  The target takes a penalty to attack rolls against you (save ends). The penalty equals 1 + one-half your Charisma modifier (minimum -2 penalty).
Aftereffect:  The target takes a penalty to attack rolls against you until the end of its next turn. The penalty equals one-half your Charisma modifier (minimum -1 penalty).
Also, you gain a +2 bonus to all Intimidate checks until the end of the encounter.
Channel Divinity, Class, Damage Bonus, Triggered, Racial
Prerequisites: Half-orc race, any divine class, Channel Divinity feature
Benefit: When you use a Channel Divinity power, you gain a +2 bonus to damage rolls with divine attack powers until the end of your next turn.
This bonus to damage rolls increases to +3 at 11th level, and to +4 at 21st level.
Team
Combat Advantage, Languages, Skill Enhancement, Stealth, Support, Teamwork
Benefit: You gain a +2 feat bonus to Bluff checks.
Also, you can communicate simple information silently with any member of your team that has line of sight to your position and either has this feat or is trained in Insight.
In addition, you can use Bluff to gain combat advantage or create a diversion to hide for one member of your team who is within 2 squares of you instead of for yourself. If the ally either also has this feat or is trained in Bluff, he or she can be within 5 squares instead.
Class, Critical, Damage Bonus
Prerequisites: Sorcerer class, Storm Magic feature
Benefit: When you score a critical hit with a Sorcerer attack power, any additional critical damage automatically deals maximum damage.
Class, Initiative, Luck
Prerequisites: Sorcerer class, Wild Magic feature
Benefit: Before rolling an Initiative check, choose even numbers or odd numbers.
If the result of the d20 roll for that Initiative check matches the type of number selected, you gain a feat bonus to that Initiative check equal to 1 + one-half your Charisma modifier.
Class, Critical, Power Recovery
Prerequisites: Cleric class, healing word class power, must worship a deity with the Luck domain
Benefit: Once per encounter, when you score a critical hit, you gain an additional use of your healing word class power during this encounter.
Attack Bonus, Class, Fear, Support
Prerequisites: Rogue class, trained in Intimidate
Benefit: Your allies gain a +1 bonus to attack rolls against targets that are affected by your martial Fear power or that you have successfully intimidated.
Multiclass
Combat Advantage, Grapple, Multiclass Garrote, Proficiency Gain, Weapon Specialization
Prerequisites: Strength 13, Dexterity 13
Benefit: You gain proficiency with the garrote.
Also, when you use a garrote to grab a target, the target takes a -2 penalty to escape checks.
In addition, each turn that you sustain a grab with a garrote used with two hands, you have combat advantage against the target you're grabbing when attacking it with the garrote.
If you are a Rogue, you can use the garrote with your Sneak Attack class feature and any Rogue power that can be used with a Light blade.
Finally, you can learn the following powers as multiclass powers of the indicated level:
Garrote
Attack 3
Choking Grab
EncounterStandard Action
You slip your garrote over your enemy's neck and draw the cord tight
Martial, Weapon
Requirement:  You must be wielding a garrote.
Attack:  Melee weapon  (one creature you have combat advantage against)
Chosen Ability vs. Reflex
Hit:  2[W] + Strength modifier damage, and the target is dazed until the end of your next turn.
Level 17:  If you know this power as an encounter attack power of 17th level or higher, the damage increases to 4[W] + Strength modifier.
Effect:  You grab the target.
Special:  When you gain this power, choose whether you use Strength or Dexterity for the attack roll.
Garrote
Utility 6
Body Shield
EncounterImmediate Interrupt
Your choking hold with the garrote allows you to manipulate your adversary into harm's way
Martial
Requirement:  You must be wielding a garrote, and grabbing a creature with it.
Trigger:  You are targeted by a melee or ranged attack by a creature other than the creature you are grabbing
Special
Effect:  The creature you are grabbing becomes the target for the triggering attack instead of you.
Garrote
Attack 9
Strangler's Hold
DailyStandard Action
With expert skill, you loop the garrote around your victim and draw tight, closing off air and sending your enemy into unconsciousness
Martial, Reliable, Weapon
Requirement:  You must be wielding a garrote.
Attack:  Melee weapon  (one creature you have combat advantage against)
Chosen Ability vs. Reflex
Hit:  4[W] + Strength modifier damage, and the target is dazed (save ends).
First Failed Saving Throw:  The is stunned (save ends) instead of dazed.
Second Failed Saving Throw:  The target is unconscious (save ends) instead of stunned.
Aftereffect:  The target is dazed until the end of its next turn.
Level 25:  If you know this power as a daily attack power of 25th level or higher, the damage increases to 6[W] + Strength modifier.
You grab the target. Each time you sustain the grab, you deal damage to the target equal to your Strength modifier + your weapon's enhancement bonus.
Level 25:  If you know this power as a daily attack power of 25th level or higher, the damage increases to 6 + your Strength modifier + your weapon's enhancement bonus.
You can choose to sustain the grab as a standard action. If you do, the target takes a penalty to its next saving throw against this effect equal to 1 + one-half your Strength modifier (minimum -2 penalty).
Miss:  The target grans combat advantage to you until the end of your next turn or until it is no longer adjacent to you, whichever comes first.
You regain the use of this power at the start of your next turn.
Special:  When you gain this power, choose whether you use Strength or Dexterity for the attack roll.
Bloodline
Concealment, Dusk Elf Heritage, Racial, Stealth, Triggered
Prerequisites: Elf race, Dusk Elf Heritage feat
Benefit: Whenever you take the total defense action while you have concealment, you become invisible until the start of your next turn.
Bloodline
Damage Bonus, Power Repertoire, Racial, Ruin Heritage, Skill Enhancement
Prerequisites: Tiefling race
Benefit: You gain a +2 bonus to Insight checks and Perception checks you make against other tieflings.
Also, you gain the gaze of ruin racial power.
Tiefling
Utility
Gaze of Ruin
EncounterMinor Action
Your gaze causes foodstuff to become inedible, a wooden door to rot, armor to grow brittle, or a weapon to rust
Arcane
Target:  Ranged 10  (one object)
Effect:  The target gains vulnerable to all damage until the end of your next turn. The vulnerable equals one-half your level + your Intelligence modifier.
If the target is a weapon, attacks with it take a penalty to damage rolls equal to your Intelligence modifier (minimum -1 penalty) while it has this vulnerable.
Level 11:  Equal to 3 + your Intelligence modifier (minimum -4 penalty).
Level 21:  Equal to 6 + your Intelligence modifier (minimum -7 penalty).
If the target is armor, a creature wearing it takes a -2 penalty to AC while it has this vulnerable.
Damage Resistance, Fire, Ongoing Damage, Racial, Saving Throw Penalty
Prerequisites: Genasi race
Benefit: If you have resistance to fire, you increase that resistance by 2.
The increase becomes 4 at 11th level, and 6 at 21st level.
Also, whenever a creature makes a saving throw to end ongoing fire damage from one of your powers, that creature takes a -2 penalty to the roll.
Cold, Condition Negation, Damage Resistance, Racial
Prerequisites: Genasi race
Benefit: If you have resistance to cold, you increase that resistance by 2.
The increase becomes 4 at 11th level, and 6 at 21st level.
Also, you are immune to any slow and immobilize from Cold effects, and a Cold effect that would restrain you instead slows you.
Defense, Initiative, Psionics, Racial, Support, Triggered
Prerequisites: Kalashtar race, Ardent class, Ardent Mantle feature
Benefit: You and allies within the radius of your Ardent Mantle gain a +2 bonus to Initiative checks.
Also, the first time you drop to 0 power points during an encounter, allies within the radius of your Ardent Mantle gain a +2 bonus to all defenses until the end of your next turn.
Class, Power Enhancement, Psionics, Racial, Teleportation
Prerequisites: Gnome race, fade away racial power, any psionic class, Psionic Augmentation feature
Benefit: Your fade away racial power gains the Augmentable keyword and the following augmentation:
Augment 1: The power gains the Teleportation keyword, and you can teleport 3 squares after becoming invisible.
Power Enhancement, Racial, Skill Enhancement
Prerequisites: Gnome race, ghost sound Cantrip power, trained in Bluff
Benefit: When you use your ghost sound racial power, you gain a +5 power bonus to your next Bluff check before the end of your next turn.
Necrotic, Poison
Prerequisites: Charisma 13
Benefit: Your Necrotic attack powers and Poison attack powers ignore the insubstantial quality.
Damage Resistance, Power Enhancement, Racial, Support
Prerequisites: Shadar-kai race, shadow jaunt racial power
Benefit: When you use a power with the Healing keyword on at least one ally, one target of the Healing effect can also become insubstantial until the start of your next turn.
Damage Resistance, Dying, Racial
Prerequisites: Revenant race, Unnatural Vitality trait
Benefit: If you drop to 0 or fewer hit points and choose to remain conscious due to Unnatural Vitality racial trait, you can take a move action and a minor action in addition to the standard action Unnatural Vitality allows.
Also, while you have 0 or fewer hit points, you gain insubstantial.
Class, Damage Resistance, Power Enhancement, Racial
Prerequisites: Wilden race, Assassin class, voyage of the ancients racial power
Benefit: When you use your voyage of the ancients racial power, you also become insubstantial until the end of your next turn.
Damage Resistance, Racial, Second Wind
Prerequisites: Shadar-kai race, shadow jaunt racial power
Benefit: If you use your second wind while your shadow jaunt racial power is unexpended, you become insubstantial until the start of your next turn.
Bloodline
Ghostwise Heritage, Perception, Racial, Teamwork
Prerequisites: Halfling race
Benefit: After meditating for one minute, choose one ally you can see.
Whenever that ally is within 10 squares of you, any time you are both required to make a Perception check, both of you can use the higher result of the two d20 rolls.
By meditating again, you can change the ally to whom you are linked.
Critical, Damage Bonus, Size-based
Benefit: When you score a critical hit against a creature of Large or greater size, you deal an extra 1d6 critical damage.
This extra damage increases to 2d6 at 11th level, and to 3d6 at 21st level.
Class, Mobility, Size-based
Prerequisites: any martial class
Benefit: When you hit an enemy that is larger than you with a martial melee at-will attack, you can shift 1 square to another square where you threaten the target after the attack is resolved.
Bloodline
Class, Elan Heritage, Power Recovery, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature, Elan Heritage feat
Benefit: At the end of your first turn in each encounter, you regain 1 power point.
Mobility, Racial, Support, Triggered
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: When you use a Wilden racial power, one ally within 10 squares of you can shift 1 square as a free reaction.
This increases to 2 squares at 21st level.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Eladrin race, Warlock class, eldritch strike attack power, Eladrin Weapon Proficiency trait
Benefit: Your eldritch strike class power deals additional damage equal to your Intelligence modifier.
Animal Companion, Class, Condition Negation, Mobility, Racial, Saving Throws, Second Wind
Prerequisites: Githzerai race, Ranger class, Defended Mind trait, Shifting Fortunes trait, Beast Mastery feature
Benefit: Your beast companion gains a +2 bonus to saving throws against effects that daze, dominate or stun it.
Also, when you use your second wind, your beast companion can shift 3 squares as a free reaction.
Damage Bonus, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Githzerai race
Benefit: You gain proficiency with all military Heavy blades, and the bastard sword and the fullblade.
Also, you gain a +2 feat bonus to Weapon damage rolls with Heavy blades.
The bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Condition Negation, Healing, Racial, Saving Throws, Support
Prerequisites: Githzerai race, Defended Mind trait
Benefit: Whenever you use a Healing power, each target of that power can make a saving throw with a +2 bonus against one effect that dazes, dominates, or stuns him or her.
Defense, Mobility, Racial
Prerequisites: Wisdom 15, Githzerai race
Benefit: You gain a bonus to all defenses against attacks triggered by your movement. The bonus equals 1 + one-half your Wisdom modifier.
Racial, Rituals
Prerequisites: Githzerai race
Benefit: When you perform the Linked Portal ritual, the Planar Portal ritual, or the True Portal ritual, you halve the time required to perform it and gain a +5 bonus to any required skill checks.
Also, you can master those three rituals even if you don't have the Ritual Caster feat and don't need to store them in a ritual book.
Attack Bonus, Condition Infliction, Critical, Racial
Prerequisites: Tiefling race
Benefit: You gain a +1 bonus to attack rolls with powers that have the Charm keyword.
Also, when you score a critical hit with a Charm power, the target is also dominated until the end of your next turn.
Class, Damage Bonus, Fire, Power Enhancement, Triggered
Prerequisites: Warlock class, Infernal Pact feature, hellish rebuke attack power
Benefit: Each time a target takes damage from your hellish rebuke class power because you took damage, one enemy within 5 squares of the target also takes 3 fire damage.
This fire damage increases to 6 at 11th level, and to 10 at 21st level.
Animal Companion, Class, Mobility, Triggered
Prerequisites: Ranger class, Beast Mastery feature; cat companion or raptor companion
Benefit: When your beast companion hits with a melee basic attack, it can shift 1 square as a free reaction.
Class, Damage Resistance, Power Enhancement, Racial, Support
Prerequisites: Shadar-kai race, Artificer class, Magical Infusion feature, shadow jaunt racial power
Benefit: While your shadow jaunt racial power is not expended, an ally benefiting from either your resistive formula class power or you shielding elixir class power can use the following action:
Free Action: The ally becomes insubstantial until the start of his or her next turn and the power ends without the normal effect for ending it.
Bloodline
Bloodied, Concealment, Dusk Elf Heritage, Racial
Prerequisites: Elf race, Dusk Elf Heritage feat
Benefit: The first time you are bloodied in an encounter, you gain concealment until the end of your next turn.
Starting at 11th level, you gain concealment each time you are bloodied.
Channel Divinity, Class
Prerequisites: any divine class, Channel Divinity feature
Benefit: You can use two Channel Divinity powers in an encounter, though you cannot use the same power twice.
Class, Healing, Kill Effect, Racial
Prerequisites: Dragonborn race, any martial class
Benefit: Once per encounter, when you reduce an enemy to 0 hit points or fewer, you can spend a healing surge to regain hit points equal to your healing surge value.
Perception, Racial, Skill Enhancement
Prerequisites: Gnoll race
Benefit: You gain a +5 feat bonus to Perception checks made to track, and to Insight checks made to penetrate an illusion or disguise.
Your DM might allow you to gain this bonus on other checks where scent is relevant.
Attack Bonus, Class, Damage Bonus, Racial
Prerequisites: Gnome race, Master Trickster trait, Wizard class
Benefit: When you use an arcane Illusion power, you gain a +1 feat bonus to the attack rolls and damage rolls.
The bonus to damage rolls increases to +2 at 11th level, and to +3 at 21st level.
Damage Bonus, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Gnome race
Benefit: You gain proficiency with simple and military hammers and picks.
Also, you also gain a +2 feat bonus to Weapon damage rolls with hammers and picks.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Marking, Mobility, Racial, Triggered
Prerequisites: Genasi race, Warden class, Nature's Wrath feature, swiftcurrent racial power
Benefit: As long as your swiftcurrent racial power is available, you can shift 1 square as a free reaction whenever you mark three or more creatures using your Nature's Wrath class feature.
This increases to 2 squares at 21st level.
Combat Advantage, Power Enhancement, Racial
Prerequisites: Goblin race, goblin tactics racial power
Benefit: When you use your goblin tactics racial power, you gain combat advantage against the enemy that missed you until the end of your next turn.
Defense, Mounted Combat, Racial
Prerequisites: Goblin race or Hobgoblin race
Benefit: When you ride a friendly Mount, the creature can use your defenses in place of its own, not including any temporary bonuses or penalties.
Also, the mount can make Acrobatics checks, Athletics checks, Endurance checks, or Stealth checks using your check modifier (not including any temporary bonuses or penalties) in place of its own.
Class, Critical, Mobility, Skill Enhancement, Worship
Prerequisites: Avenger class, must worship Avandra
Benefit: You gain a +2 feat bonus to Religion checks.
Also, whenever you score a critical hit, you gain a +2 feat bonus to speed until the end of your next turn.
Attack Bonus, Class, Critical, Skill Enhancement, Worship
Prerequisites: Avenger class, must worship Erathis
Benefit: You gain a +2 feat bonus to Religion checks.
Also, whenever you score a critical hit, you gain a +1 bonus to attack rolls until the end of your next turn.
Class, Critical, Forced Movement, Skill Enhancement, Worship
Prerequisites: Avenger class, must worship Kord
Benefit: You gain a +2 feat bonus to Religion checks.
Also, whenever you score a critical hit, you can also push the target a number of squares equal to 1 + one-half your [Dexterity or Intelligence] modifier as part of that hit.
Class, Critical, Defense, Skill Enhancement, Worship
Prerequisites: Avenger class, must worship Moradin
Benefit: You gain a +2 feat bonus to Religion checks.
Also, whenever you score a critical hit, you gain a +2 bonus to all defenses until the end of your next turn.
Class, Critical, Defense, Skill Enhancement, Support, Worship
Prerequisites: Avenger class, must worship Bahamut
Benefit: You gain a +2 feat bonus to Religion checks.
Also, whenever you score a critical hit, one ally you can see gains a +2 bonus to all defenses until the end of your next turn. Only one ally can benefit from this bonus; if you score another critical hit while a bonus has this bonus, you can choose to transfer it to another ally or keep it on the same ally.
Class, Cold, Critical, Damage Bonus, Necrotic, Skill Enhancement, Worship
Prerequisites: Avenger class, must worship the Raven Queen
Benefit: You gain a +2 feat bonus to Religion checks.
Also, whenever you score a critical hit, the target takes your choice of extra cold damage or extra necrotic damage. The extra damage equals your [Dexterity or Intelligence] modifier.
This extra critical damage increases to 4 + your [Dexterity or Intelligence] modifier at 11th level, and to 8 + your [Dexterity or Intelligence] modifier at 21st level
Class, Critical, Damage Bonus, Psychic, Skill Enhancement, Worship
Prerequisites: Avenger class, must worship Ioun
Benefit: You gain a +2 feat bonus to Religion checks.
Also, whenever you score a critical hit, the target takes extra psychic damage equal to your [Dexterity or Intelligence] modifier.
This extra critical damage increases to 4 + your [Dexterity or Intelligence] modifier at 11th level, and to 8 + your [Dexterity or Intelligence] modifier at 21st level.
Class, Concealment, Critical, Skill Enhancement, Worship
Prerequisites: Avenger class, must worship Sehanine
Benefit: You gain a +2 feat bonus to Religion checks.
Also, whenever you score a critical hit, you gain concealment until the end of your next turn.
Class, Critical, Damage Bonus, Radiant, Skill Enhancement, Worship
Prerequisites: Avenger class, must worship Pelor
Benefit: You gain a +2 feat bonus to Religion checks.
Also, whenever you score a critical hit, the target takes extra radiant damage equal to your [Dexterity or Intelligence] modifier.
This extra critical damage increases to 4 + your [Dexterity or Intelligence] modifier at 11th level, and to 8 + your [Dexterity or Intelligence] modifier at 21st level.
Class, Critical, Skill Enhancement, Teleportation, Worship
Prerequisites: Avenger class, Oath of Enmity feature, must worship Corellon
Benefit: You gain a +2 feat bonus to Religion checks.
Also, whenever you score a critical hit, you can teleport up to 4 squares to a space adjacent to your oath target as a free reaction.
This teleportation increases to 5 squares at 11th level, and to 6 squares at 21st level.
Class, Critical, Mobility, Skill Enhancement, Worship
Prerequisites: Avenger class, must worship Melora
Benefit: You gain a +2 feat bonus to Religion checks.
Also, whenever you score a critical hit, you can shift a number of squares equal to your [Dexterity or Intelligence] modifier as a free reaction.
Attack Bonus, Defense, Dying, Racial
Prerequisites: Dwarf race
Benefit: If you are reduced to 0 hit points or fewer and return to consciousness in the same encounter, you gain a cumulative +1 bonus to AC and attack rolls until the end of the encounter.
Pact
Class, Condition Infliction, Extra Attack, Kill Effect, Teamwork, Thunder
Prerequisites: Warlock class, Sorcerer-King Pact feature, Warlock's Curse feature, Yellow Cloak of Urik feat
Benefit: Whenever an enemy under your curse drops to 0 hit points, you gain the following benefit in addition to regaining your Fell Might:
► Each enemy either adjacent to you or cursed by you must choose to either drop prone or become weakened until the start of your next turn.
Also, you can expend your Fell Might to enhance any power associated with this feat. When you hit with such a power, one ally within 5 squares of you makes a basic attack as a free reaction. His or her attack deals additional thunder damage equal to your Intelligence modifier and gains the Thunder keyword.
This additional thunder damage increases to 3 + your Intelligence modifier at 11th level, and to 6 + your Intelligence modifier at 21st level.
Associated Powers: frigid darkness (lvl 3), howl of doom (lvl 7), soul flaying (lvl 13), unholy glee (lvl 17), awaken the dragon (lvl 23), manipulating thunderbolt (lvl 27)
Class, Critical, Damage Bonus, Mark Punishment, Racial
Prerequisites: Goliath race, Fighter class
Benefit: Whenever you score a critical hit against a creature marked by you with a Weapon attack using a Mace, you can reroll any critical damage die that displays a 1 until the result is higher.
Damage Bonus, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Goliath race
Benefit: You gain proficiency with all simple and military two-handed melee weapons.
Also, you gain a +2 feat bonus to Weapon damage rolls with two-handed melee weapons.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Defense, Racial, Second Wind
Prerequisites: Goliath race
Benefit: When you use your second wind, you gain +3 to all defenses instead of the normal +2.
Charge, Damage Bonus, Racial
Prerequisites: Shifter race, longtooth shifting racial power
Benefit: While you are under the effects of your longtooth shifting racial power, you gain a +2 bonus to damage rolls with charge attacks.
This damage bonus increases to +4 at 11th level, and to +6 at 21st level.
Charge, Forced Movement, Power Enhancement, Racial
Prerequisites: Strength 15, Minotaur race, goring charge racial power
Benefit: When you hit a target with your goring charge racial power, you can also push that target 1 square.
This push increases to 2 squares at 21st level.
Power Repertoire, Weapon Specialization
Prerequisites: proficiency with gouge
Benefit: You can learn the following powers instead of powers from your class at the appropriate levels.
Gouge
Attack 3
Gouge Sweep
EncounterStandard Action
You swing your gouge in an arc, thrusting it a couple foes to knock them aside
Martial, Weapon
Requirement:  You must be wielding a gouge
Attack:  Melee weapon  (one or two creatures)
Strength vs. AC
Hit:  1[W] + Strength modifier damage, and you slide the target 1 square and knock it prone.
Level 17:  If you know this power as an encounter power of level 17 or higher, the damage increases to 3[W] + Strength modifier and you slide the target up to 3 squares.
Gouge
Utility 6
Gouge Press
EncounterFree Reaction
When an enemy staggers under your gouge assault, you adroitly follow
Martial
Trigger:  You hit an enemy with a gouge
Personal
Effect:  You shift 3 squares to a square adjacent to the enemy.
Gouge
Attack 9
Gouge Pin
DailyStandard Action
With driving force, you push your enemy down and pin it to the ground with your gouge
Martial, Weapon
Requirement:  You must be wielding a gouge.
Attack:  Melee weapon  (one creature)
Strength vs. AC
Hit:  4[W] + Strength modifier damage.
Level 25:  If you know this power as a daily power of 25th level or higher, the damage increases to 6[W] + Strength modifier.
Miss:  Half damage.
Effect:  You knock the target prone and grab it. The grab immediately ends if you attack any creature other than the target.
Until the grab ends, the target cannot stand up.
When you push, pull, or slide the target while it is grabbed by you, the grab does not end as a result of that forced movement, and you can shift your speed to a square adjacent to the target. The grab still ends if you cannot end the shift adjacent to the target.
Class, Condition Infliction, Mark Punishment
Prerequisites: Swordmage class, aegis of ensnarement class power
Benefit: When you use your aegis of ensnarement class power to teleport and enemy, that enemy is slowed until the end of its next turn.
Team
Skill Enhancement, Teamwork
Benefit: You gain a +2 feat bonus to Thievery checks.
Also, whenever an ally in your team successfully aids another your Thievery check and that ally either has this feat or has the Skill Focus feat with Thievery, you gain a +4 bonus instead of the normal +2 bonus.
In addition, if you successfully aid another the Thievery check of an ally in your team, that ally gains a +4 bonus instead of the normal +2 bonus.
Class, Racial, Triggered
Prerequisites: Revenant race, Assassin class, Assassin's Shroud feature, dark reaping racial power
Benefit: When you use your dark reaping racial power, you increase the number of your shrouds on a creature that has your shrouds on it by one.
Class, Damage Bonus, Racial, Triggered
Prerequisites: Revenant race, Assassin class, Assassin's Shroud feature, dark reaping racial power
Benefit: When you deal damage with your dark reaping racial power and the target has your shrouds on it, the target takes additional damage as if you had invoked the shrouds.
Class, Necrotic, Racial, Triggered
Prerequisites: Revenant race, Monk class, Flurry of Blows feature
Benefit: Whenever you use your Flurry of Blows power, you can choose to forgo dealing damage to instead negate the target's necrotic damage (if any) until the end of your next turn.
Channel Divinity, Class, Damage Bonus, Necrotic, Power Enhancement
Prerequisites: Revenant race, Cleric class, divine fortune Channel Divinity power
Benefit: When you hit with an attack benefiting from your divine fortune Channel Divinity power, your attack deals extra necrotic damage equal to your [Constitution or Dexterity] modifier.
This bonus damage increases to 3 + your [Constitution or Dexterity] modifier at 11th level, and to 6 + your [Constitution or Dexterity] modifier at 21st level.
Class, Healing, Kill Effect, Support
Prerequisites: Shaman class, Stalker Spirit feature
Benefit: When an enemy adjacent to your spirit companion drops to 0 hit points or less, each ally adjacent to your spirit companion regains hit points equal to 5 + your Intelligence modifier.
Class, Kill Effect, Power Enhancement, Teleportation
Prerequisites: Assassin class, shadow step class power
Benefit: If you reduce a creature to 0 hit points or fewer during your turn, you can use your shadow step class power as a minor action until the end of your current turn.
You are also considered to be adjacent to a bloodied creature for the purposes of your shadow step class power until the end of your current turn.
Basic Attack, Damage Bonus, Miss Mitigation
Prerequisites: Dexterity 15
Benefit: When you miss with a ranged basic attack or an at-will attack that counts as one, you deal damage equal to your Dexterity modifier + your weapon or implement's enhancement bonus.
Class, Mobility, Power Enhancement, Support
Prerequisites: Ardent class, Mantle of Alacrity feature
Benefit: When you use your ardent alacrity class power, the target can shift 2 squares or move up to its speed.
Defense
Benefit: You gain a +2 feat bonus to Fortitude.
Class, Forced Movement, Power Enhancement
Prerequisites: Invoker class, Covenant of Malediction feature
Benefit: When you use a divine encounter attack or divine daily attack power on your turn, you can push each target hit by the power by 2 squares, and each target missed by the power by 1 square. This replaces your normal effects of your Covenant Manifestation.
Class, Damage Resistance, Mark Punishment
Prerequisites: Swordmage class, Aegis of Shielding feature
Benefit: Your aegis of shielding class power reduces damage by an additional 5 points.
Attack Bonus, Channel Divinity, Class, Power Enhancement, Saving Throws
Prerequisites: Cleric class, divine fortune Channel Divinity power
Benefit: The bonus granted by your divine fortune Channel Divinity power increases to +3.
Class, Defense
Prerequisites: Strength 13, Constitution 13, Swordmage class, Swordmage Warding feature
Benefit: While your Swordmage Warding is active, you gain a +1 feat bonus to all defenses.
Channel Divinity, Class, Mobility Hindrance, Power Enhancement, Undead-hunting
Prerequisites: Cleric class, turn undead Channel Divinity power
Benefit: When you miss a target with your turn undead Channel Divinity power, until the end of your next turn, the target must pay an additional square of movement for each square it moves closer to you.
Damage Bonus, Power Enhancement, Racial
Prerequisites: Minotaur race, goring charge racial power
Benefit: The damage dice for your goring charge racial power increase from d6s to d8s.
Attack Penalty, Critical, Fear
Prerequisites: trained in Intimidate
Benefit: Whenever you score a critical hit against an enemy, that enemy takes a -2 penalty to attack rolls until the end of your next turn.
Class, Healing Surge, Temporary Hit Points
Prerequisites: Constitution 17, Fighter class
Benefit: When you spend a healing surge to regain hit points, you also gain temporary hit points equal to your Constitution modifier.
These temporary hit points increase to 4 + your Constitution modifier at 21st level.
If you have the Battlerager Training class feature, these temporary hit points count as coming from a Fighter power.
Class, Temporary Hit Points, Triggered
Prerequisites: any martial class or Defender role
Benefit: Whenever you use a daily attack power, you gain temporary hit points equal to one-half your level + your Constitution modifier.
Attack Bonus, Damage Bonus, Triggered
Benefit: Your ranged attacks ignore the penalty for attacking prone targets and deal 2 extra damage against them.
This extra damage increases to 3 at 11th level, and to 4 at 21st level.
Class, Damage Bonus, Mark Punishment, Racial, Support
Prerequisites: Half-elf race, Fighter class
Benefit: Your allies gain a +1 bonus to damage rolls against targets marked by you.
This bonus to damage increases to +2 at 11th level, and to +3 at 21st level.
Class, Defense, Mark Punishment, Racial, Support
Prerequisites: Half-elf race, Paladin class
Benefit: Your allies gain a +1 bonus to all defenses against creatures marked by you.
Class, Combat Advantage, Flanking, Racial, Support
Prerequisites: Half-elf race, Rogue class
Benefit: While you are flanking an enemy, all allies gain combat advantage against that enemy.
Initiative, Racial, Skill Enhancement, Support
Prerequisites: Half-elf race
Benefit: You grant allies within 10 squares of you a +1 racial bonus to Insight checks and Initiative checks.
Racial, Telepathy
Prerequisites: Kalashtar race or Shardmind race; Telepathy trait
Benefit: You can facilitate conversation between all your allies.
Any ally within the range of your Telepathy racial trait can communicate with you and any other ally or allies within the range.
Class, Damage Bonus, Racial, Support
Prerequisites: Half-elf race, Ranger class, Hunter's Quarry feature
Benefit: Your allies gain a +1 bonus to damage rolls against your quarry.
This bonus to damage increases to +2 at 11th level, and to +3 at 21st level.
Racial, Skill Enhancement, Stealth, Support
Prerequisites: Gnome race, fade away racial power
Benefit: Your allies within 10 squares of you gain a +2 racial bonus to Stealth checks.
Class, Healing, Healing Surge, Support, Triggered
Prerequisites: Leader role, trained in Diplomacy
Benefit: When an ally within 10 squares of you that can see or hear you spends a healing surge to regain hit points, he or she regains 1 additional hit point for each healing surge spent.
The additional hit points regained increase to 2 at 21st level.
Class, Mobility, Racial, Support, Triggered
Prerequisites: Half-elf race, Battlemind class, speed of thought class power
Benefit: When you use your speed of thought class power, each ally adjacent to you can shift 1 square as a free reaction.
Attack Bonus, Class, Damage Bonus, Reactive Strikes, Triggered
Prerequisites: any martial class; Wisdom 15 or Dwarf race
Benefit: When an enemy damages you, you gain the following benefits until the end of your next turn:
► Your melee martial at-will attacks deal additional damage against that enemy equal to one-half your Wisdom modifier (minimum +1 bonus).
► Your triggered attacks against that enemy, including reactive strikes, deal additional damage equal to your Wisdom modifier (minimum +2).
Attack Bonus, Class, Triggered
Prerequisites: Avenger class, Censure of Retribution feature, Oath of Enmity feature
Benefit: When an enemy other than your oath target hits you, you gain a cumulative +1 bonus to attack rolls against your oath target until the end of your next turn.
Attack Penalty, Class, Mark Punishment, Power Enhancement, Racial
Prerequisites: Goliath race, Warden class, Nature's Wrath feature, stone's endurance racial power
Benefit: While you are under the effects of your stone's endurance racial power, creatures marked by you suffer an additional penalty to attack rolls on attacks that do not target you. The penalty equals 1 + one-half your Constitution modifier (minimum -2 penalty).
Damage Resistance, Racial
Prerequisites: Shardmind race, Crystalline Mind trait
Benefit: You increase the resist psychic granted by your Crystalline Mind racial trait by your [Intelligence or Wisdom] modifier (minimum +1 increase).
Class, Defense, Power Enhancement, Skill Enhancement
Prerequisites: any martial class or Monk class
Benefit: You gain a +2 feat bonus to Insight checks.
Also, whenever you hit an enemy with a martial at-will attack or a monk at-will attack, until the start of your next turn, you do not count as flanked by the target you hit. Other creatures can still flank you, including with the target you hit.
Class, Healing, Second Wind, Support
Prerequisites: Druid class, Primal Guardian feature
Benefit: When an ally adjacent to you uses his or her second wind, that ally regains additional hit points equal to 4 + your Constitution modifier.
Class, Damage Resistance, Dying, Saving Throws, Support
Prerequisites: Shaman class, Protector Spirit feature
Benefit: While any unconscious ally is adjacent to your spirit companion, he or she gains resist 20 all and a +2 bonus to any death saves he or she makes.
This resist increases to 30 at 21st level.
Power Enhancement, Racial, Skill Enhancement
Prerequisites: Hamadryad race, hamadryad aspects racial power
Benefit: When you make a Diplomacy check or an Intimidate check, you can expend your hamadryad aspects racial power as a free interrupt. If you do, you roll the check twice and use either result.
Power Enhancement, Racial
Prerequisites: Hamadryad race, hamadryad aspects power
Benefit: You can use an immediate interrupt when you are pushed, pulled, slid to expend your hamadryad aspects racial power. If you do, you negate the forced movement.
Bloodline
Class, Marking, Misfortune Bloodline, Racial
Prerequisites: Tiefling race, Defender role, Mantle of Misfortune feat
Benefit: When you slide a creature in the aura granted by your mantle of misfortune racial power, you can mark that creature until the end of its next turn.
Attack Bonus, Class, Support
Prerequisites: Warlord class
Benefit: Whenever you grant an ally a ranged basic attack, that ally's attack ignores cover and concealment (but not superior cover or total concealment).
Attack Bonus, Charge, Class, Support
Prerequisites: Warlord class; Resourceful Presence feature or Skirmishing Presence feature
Benefit: When you charge, you can choose to forgo the bonus to your attack roll. If you do, choose one ally who can see you
The chosen ally gains a +2 bonus to his or her first attack roll against the target of your charge. The bonus is lost if the ally does not attack the target before the end of your next turn.
Attack Bonus, Channel Divinity, Class, Power Enhancement, Support
Prerequisites: Invoker class, Covenant of Preservation feature
Benefit: When you use your preserver's rebuke Channel Divinity power, choose one ally within 10 squares of you. The chosen ally gains a bonus equal to one-half your Intelligence modifier on his or her first attack roll against the triggering enemy before the end of the encounter.
Class, Mobility, Racial, Support
Prerequisites: Elf race, Warlord class
Benefit: Whenever you use a power that lets your allies shift, they ignore the first square of difficult terrain during the shift.
The number of difficult terrain ignored increases to 2 squares at 11th level, and to 3 squares at 21st level.
Class, Mobility, Racial, Triggered, Worship
Prerequisites: Halfling race, Avenger class, Oath of Enmity feature, must worship Avandra
Benefit: When your oath target misses you with an attack, you can use a free reaction to shift 1 square to a space closer to or adjacent to the target.
This increases to 2 squares at 21st level.
Class, Forced Movement, Mark Punishment
Prerequisites: Warden class, Nature's Wrath feature, Stormheart feature
Benefit: When you use your warden's fury class power, you can push the triggering enemy after the triggering attack has been resolved. The push equals your Constitution modifier.
Also, when you use your warden's grasp class power, you can choose to push the target instead of sliding it. The push equals one-half your Constitution modifier (minimum 2 squares).
Power Repertoire, Weapon Specialization
Prerequisites: proficiency with gythka
Benefit: You can learn the following powers instead of powers from your class at the appropriate levels.
Gythka
Attack 3
Gythka Claw Swoop
EncounterStandard Action
Using the off-hand end of your gythka as a distraction, you swipe at your enemy and then dart around to deliver a more precise blow with the main end
Martial, Weapon
Requirement:  You must be wielding a gythka.
Attack:  Melee weapon  (one creature)
Strength vs. AC (off-hand end)
Hit:  1[W] (off-hand) damage, and the target grants combat advantage to you until the end of your current turn.
Level 17:  If you know this power as an encounter power of 17th level or higher, the damage increases to 2[W].
Effect:  You can shift up to one-half your speed.
Attack:  Melee weapon  (same target)
Strength vs. AC (main end)
Hit:  1[W] (main) + Strength modifier damage.
Level 17:  If you know this power as an encounter power of 17th level or higher, the damage increases to 2[W] + Strength modifier.
Effect:  If you did not shift the full distance before, you can shift the rest of the distance.
Gythka
Utility 6
Gythka Parry
EncounterFree Reaction
After delivering a blow, you move to a defensive position and adjust your grip to place your gythka between yourself and your enemy
Martial
Trigger:  You hit an enemy with a gythka
Personal
Effect:  You shift up to one-half your speed, and gain a +2 power bonus to AC and Reflex against the triggering enemy until the end of your next turn.
Gythka
Attack 9
Gythka Arc Slam
DailyStandard Action
You punch your gythka into your enemy, causing it to double over in pain, and then heft the weapon up, ready to bring it crashing down if your foe tries to stand
Martial, Reliable, Weapon
Requirement:  You must be wielding a gythka.
Primary Attack:  Melee weapon  (one creature)
Strength vs. AC (main end)
Hit:  2[W] (main) + Strength modifier damamage.
Level 25:  If you know this power as a daily power of 25th level or higher, the damage increases to 3[W] + Strength modifier.
You slide the target 3 squares to a square adjacent to you and knock it prone. You can use the Gythka Arc attack once before the end of your next turn, using the same target.
Miss:  You push the target 2 squares.
You regain the use of this power at the start of your next turn.
Gythka Arc
EncounterImmediate Interrupt
Martial, Weapon
Trigger:  The target stands up while you are wielding a gythka
Attack:  Melee weapon  (the same target)
Strength vs. AC (off-hand end)
Hit:  1[W] + Strength modifier damage, and the target cannot stand up (save ends).
Level 25:  If you know this power as a daily power of 25th level or higher, the damage increases to 2[W] + Strength modifier.
Defense, Weapon Specialization
Benefit: While you are wielding a Polearm, Spear, or Staff in two hands, you gain a +1 shield bonus to AC and Reflex. You must have proficiency with the weapon to gain this bonus.
Forced Movement, Weapon Specialization
Prerequisites: Strength 17; Dexterity 15 or Wisdom 15
Benefit: When wielding a Spear, you gain a +2 feat bonus to the number of squares you can push creatures with Weapon attacks.
Power Repertoire, Racial
Prerequisites: Revenant race, Past Life (half-elf) trait, dark reaping racial power
Benefit: You gain the Dilettante half-elf racial trait. In a given encounter, you can use either the power from your Dilettante trait or your dark reaping racial power.
Bloodied, Class, Defense, Skill Enhancement, Support, Triggered
Prerequisites: Half-elf race, any primal class
Benefit: The first time you are bloodied during an encounter, you and each ally within 10 squares of you gain a +1 bonus to all defenses until start of the acting creature's next turn.
Also, allies within 10 squares of you have a +1 racial bonus to Insight checks and Nature checks.
Attack Bonus, Bloodied, Class, Damage Bonus, Mark Punishment, Triggered
Prerequisites: Half-orc race, Warden class
Benefit: The first time you are bloodied during an encounter, you gain a +2 bonus to attack rolls and damage rolls against creatures you have marked until the end of your next turn.
The bonus to damage rolls increases to +4 at 11th level, and to +6 at 21st level.
Attack Penalty, Power Enhancement, Racial
Prerequisites: Halfling race, second chance racial power
Benefit: When you use your second chance racial power, the attacker takes a -2 penalty to the second attack roll.
Animal Companion, Luck, Power Repertoire, Racial
Prerequisites: Halfling race, an animal companion feature, second chance racial power
Benefit: Your animal companion gains the second chance halfling racial power.
Racial, Skill Enhancement
Prerequisites: Halfling race, second chance racial power
Benefit: You gain a +2 feat bonus to Bluff checks.
Also, you can expend your second chance racial power as a free interrupt to reroll a Bluff check you have made and dislike the result of.
Damage Bonus, Racial, Weapon Specialization
Prerequisites: Halfling race, proficiency with shortbow
Benefit: When you use a shortbow you have proficiency with, it gains the Brutal 2 weapon trait and its range increases to 20/40.
Attack Bonus, Class, Mark Punishment, Racial, Size-based
Prerequisites: Halfling race, Defender role
Benefit: You gain a +1 bonus to attack rolls against Large or larger creatures marked by you.
Channel Divinity, Class, Damage Bonus, Power Enhancement, Racial, Worship
Prerequisites: Halfling race, Paladin class, divine strength Channel Divinity power, must worship Avandra
Benefit: The bonus you gain from your divine strength Channel Divinity power increases by +3.
This increase becomes +4 at 11th level, and +5 at 21st level.
Class, Mobility Hindrance
Prerequisites: Avenger class, Oath of Enmity feature
Benefit: While you are adjacent to your oath target, all other enemies treat squares adjacent to you as difficult terrain.
Class, Mobility, Triggered
Prerequisites: Avenger class, Oath of Enmity feature
Benefit: When your oath target is adjacent to you and shifts, you can shift 1 square to a square it vacated as a free reaction.
Class, Extra Attack, Reactive Strikes
Prerequisites: Avenger class, Oath of Enmity feature
Benefit: While you are adjacent to your oath target, other enemies trigger reactive strikes from you when they enter a square adjacent to you, not just when they leave.
Damage Bonus, Miss Mitigation, Weapon Specialization
Prerequisites: Strength 15, Constitution 17
Benefit: If you miss with a melee attack with a hammer or mace you have proficiency with and wouldn't otherwise deal damage on the miss, you deal damage to the target equal to your Constitution modifier + your weapon's enhancement bonus.
This damage increases to 2 + your Constitution modifier + your weapon's enhancement bonus at 21st level.
Attack Penalty, Basic Attack, Class, Fear, Weapon Specialization
Prerequisites: any martial class, trained in Intimidate
Benefit: Whenever you make a melee basic attack on your turn using a hammer you have proficiency with, the target takes a -2 penalty to attack rolls until the start of your next turn. This is a Fear effect.
Class, Implement Specialization, Proficiency Gain, Weapon Specialization, Worship
Prerequisites: Artificer class, must worship Moradin
Benefit: You gain proficiency with the warhammer. You also gain proficiency with the warhammer as an implement.
Also, you treat the warhammer as having the Heavy Thrown property with a range of 5/10.
Forced Movement, Reactive Strikes, Weapon Specialization
Benefit: Whenever you hit a target with a reactive strike using a hammer or mace you have proficiency with, you can also push the target 1 square. If your reactive strike already pushes the target, increase the maximum distance by 1 square instead.
If you have abilities or items that allow you to increase this distance, calculate the full distance and then halve it (rounded down) for this.
Condition Infliction, Power Enhancement, Weapon Enhancement
Prerequisites: power strike attack power
Benefit: When you use your power strike attack power with a Hammer or Mace you have proficiency with, you can choose to reduce the damage by +1[W]. If your power strike deals at least +4[W] additional damage, you reduce it by +2[W] instead.
If you do, you daze the target until the end of your next turn.
Class, Critical
Prerequisites: Avenger class, Oath of Enmity feature
Benefit: When you make an attack against your oath target, you can score a critical hit on a natural roll of 19 or 20.
Class, Miss Mitigation, Power Enhancement
Prerequisites: Invoker class, hand of radiance attack power
Benefit: When you miss all targets with an invoker daily attack, you can use your hand of radiance at-will attack once as a minor action before the end of your current turn.
Class, Power Enhancement, Saving Throws, Support
Prerequisites: Charisma 17, Paladin class; lay on hands class power or virtue's touch class power
Benefit: When you use your lay on hands or virtue's touch class power on an ally, that ally can make a saving throw against an effect that a save can end. The ally gains a bonus to the saving throw equal to your Charisma modifier.
Multiclass
Multiclass Druid, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Wisdom 13
Benefit: You gain training in the Nature skill.
Also, you gain the nature's growth druid class power as a daily power.
In addition, you gain proficiency with druid implements.
Class, Dying, Skill Enhancement, Support
Prerequisites: Cleric class, trained in Heal
Benefit: You gain a +2 bonus to Heal checks made to aid others.
Also, allies within 5 squares of you have a +5 feat bonus to death saving throws.
Class, Mobility, Power Enhancement
Prerequisites: Charisma 15, any martial class
Benefit: You gain the following benefits with martial at-will attacks:
► If the attack allows you to move, you gain a bonus to all defenses against attacks triggered by that movement. The bonus equals your Charisma modifier.
► If the attack hits, you gain a bonus to all defenses against the target until the start of your next turn. The bonus equals one-half your Charisma modifier.
Class, Extra Attack, Power Recovery, Psionics
Prerequisites: Battlemind class, Psionic Augmentation feature, persistent harried class power
Benefit: The first time during an encounter that you drop to 0 power points, you regain the use of your persistent harrier class power, and it has the following trigger:
Trigger: An attack hits or misses you for the first time after you have regained the use of this power.
Class, Forced Movement, Marking, Power Enhancement
Prerequisites: Battlemind class, persistent harrier power
Benefit: When you use your persistent harrier class power, you can slide the target 1 square before teleporting, and you mark the target until the end of its next turn.
Class, Power Enhancement, Teleportation
Prerequisites: Battlemind class, blurred step class power, persistent harried class power
Benefit: When you use your blurred step class power, you can teleport to any square adjacent to the triggering enemy instead of shifting.
Class, Combat Advantage, Kill Effect, Worship
Prerequisites: Avenger class, Oath of Enmity feature, must worship the Raven Queen
Benefit: When you reduce your oath target to 0 hit points or fewer, any enemy you can see within 10 squares of you grants combat advantage to you until the end of your next turn.
Class, Condition Infliction, Mobility Hindrance, Necrotic, Undead-hunting, Worship
Prerequisites: any divine class, must worship Vecna
Benefit: When you hit an undead enemy with a Necrotic divine encounter attack or a Necrotic divine daily attack, that undead becomes slowed until the end of your next turn.
Class, Damage Bonus, Power Enhancement, Psychic, Racial
Prerequisites: Drow race, Psion class, cloud of darkness racial power
Benefit: While you are inside the cloud created by your own cloud of darkness racial power, your unaugmented psionic at-will attack powers deal 2 psychic damage in addition to their other effects.
This psychic damage increases to 4 at 11th level, and to 6 at 21st leve.
Multiclass
Multiclass Haunting Shade, Perception, Shadow Nature, Skill Enhancement, Stealth, Weapon Specialization
Prerequisites: trained in Stealth
Benefit: Your origin changes to shadow, making you considered an shadow creature for all purposes instead of your previous creature origin, such as natural or fey.
Also, you gain a +2 feat bonus to Stealth checks.
In addition, you gain darkvision out to 5 squares. If your origin was already shadow or you learn any of the multiclass powers, the range limit is removed.
You can learn any of the following powers as multiclass powers of the indicated level. Choose Dexterity or Charisma when you take this feat. You use the chosen ability for attack and damage rolls with these powers.
Haunting Shade
Attack 3
Black Blade of Despair
EncounterStandard Action
Your form blurs, becoming a thing of smoke and darkness, and where your blade falls, death surely follows
Cold, Necrotic, Shadow, Weapon
Requirement:  You must be wielding either a Heavy Blade or a Light Blade.
Effect:  You become insubstantial until the end of your next turn.
Attack:  Melee weapon  (one creature)
Ability vs. Reflex
Hit:  1[W] + Ability modifier damage plus 1d6 cold and necrotic damage.
Level 17:  If you know this power as an encounter attack power of 17th level or higher, the damage increases to 2[W] + Ability modifier plus 2d6 cold and necrotic damage.
Haunting Shade
Utility 6
Shade Stride
EncounterMinor Action
You melt into the gloom and reappear some distance away from where you were
Shadow, Teleportation
Personal
Effect:  You teleport 10 squares to a space containing dim light or darkness.
Haunting Shade
Attack 9
Gathering of Shadows
DailyStandard Action
Dark duplicates of your weapon crawl across the ground, piercing your foes' shadows and leaving them reeling in pain before the darkness wraps around you
Cold, Illusion, Necrotic, Shadow, Weapon
Requirement:  You must be wielding either a Heavy Blade or a Light Blade.
Attack:  Close burst 2  (each enemy in the burst)
Ability vs. Fortitude
You gain combat advantage if the target is in darkness
Hit:  2[W] + Ability modifier cold and necrotic damage, and the target is dazed (save ends).
Level 25:  If you know this power as a daily attack power of 25th level or higher, the damage increases to 4[W] + Ability modifier.
Effect:  You become invisible until the end of your next turn, and can shift 1 square.
Until the end of the encounter, dim light grants you total concealment instead just concealment.
Class, Combat Advantage, Power Enhancement, Psionics, Racial
Prerequisites: Gnome race, any psionic class, Psionic Augmentation feature, ghost sound Cantrip power
Benefit: While you have at least 1 power point remaining, you can use your ghost sound racial power at-will.
Also, your ghost sound racial power gains the Augmentable keyword and the following augment:
Augment 1: You gain combat advantage against one enemy adjacent to the target object or square on the first attack you make before the end of your current turn.
Attack Bonus, Class, Power Enhancement, Racial
Prerequisites: Wisdom 19, Elf race, any martial class, elven accuracy racial power
Benefit: When you use your elven accuracy racial power, you gain a +1 bonus to attack rolls against the target of the triggering attack, including on the triggering attack. This bonus lasts until the end of the encounter.
Damage Bonus, Triggered, Weapon Specialization
Benefit: When you attack a prone target with an Axe or a Heavy Blade, you deal an additiona +2 damage.
This additional damage increases to +4 at 11th level, and to +6 at 21st level.
Class, Healing, Healing Surge, Implement Specialization
Prerequisites: Cleric class, proficiency with holy symbols
Benefit: When you let a creature spend a healing surge to regain hit points with any of your cleric Healing powers, you add your holy symbol's enhancement bonus (minimum +1) to the number of hit points regained.
Class, Damage Bonus, Racial, Second Wind
Prerequisites: Githzerai race, Monk class
Benefit: When you use your second wind, you gain a bonus to damage rolls with monk attacks equal to your Wisdom modifier. The bonus to damage remains until the end of your next turn.
The bonus to damage increases to 2 + your Wisdom modifier at 11th level, and to 5 + your Wisdom modifier at 21st level.
Healing, Healing Surge, Racial, Telepathy
Prerequisites: Wisdom 15, Shardmind race, Telepathy trait
Benefit: Whenever you spend a healing surge, each ally within the range of your Telepathy racial trait regains hit points equal to 1 + one-half your Wisdom modifier.
This healing increases to 3 + one-half your Wisdom modifier at 21st level.
Class, Healing, Power Enhancement
Prerequisites: Paladin class, lay on hands class power
Benefit: When you use your lay on hands class power, the target regain additional hit points equal to your Wisdom modifier.
This additional healing increases to 2 + your Wisdom modifier at 11th level, and to 5 + your Wisdom modifier at 21st level.
Multiclass
Healing, Multiclass Bard, Skill Enhancement
Prerequisites: Any Bard multiclass feat, Bard paragon multiclass
Benefit: You gain the Bard features Song of Rest and Skill Versatility.
Multiclass
Multiclass Swordmage, Proficiency Gain, Skill Training
Prerequisites: Constitution 13, Intelligence 13
Benefit: You gain training in either the skill.
Also, you gain the Swordmage class feature Swordbond.
In addition, you gain proficiency with Swordmage implements.
Class, Power Enhancement, Support, Temporary Hit Points, Triggered
Prerequisites: Warlord class
Benefit: Choose a Warlord encounter attack power that you know and either triggers when you hit with an attack or requires that you have made an attack.
When you use the chosen power, any ally that hits the qualifying enemy before the end of your next turn gains temporary hit points equal to one-half your level.
Special: Each time you gain a level, you can choose a different Warlord encounter attack power to gain this feat's benefits instead of the power currently benefiting from it.
Attack Bonus, Class, Defense, Mobility, Power Enhancement
Prerequisites: Ardent class, Ardent Mantle feature, ardent surge class power
Benefit: The bonus that your ardent surge class power grants based on your Ardent Mantle class feature increases by +1.
Background, Damage Resistance
Benefit: You gain resist fire equal to one-half your level (minimum 1).
Attack Bonus, Class
Prerequisites: Invoker class
Benefit: You gain a +1 feat bonus to attack rolls with ranged Invoker attack powers against targets that are not adjacent to any creature.
Class, Forced Movement, Proficiency Gain, Weapon Specialization
Prerequisites: Runepriest class
Benefit: You gain proficiency with the glaive and the halberd.
Also, when you hit an enemy with a Runepriest at-will attack power using a halberd or a glaive, you can slide that target 1 square as part of resolving the hit.
Temporary Hit Points, Triggered
Prerequisites: Wisdom 13; Deva race or Astral Heritage feat
Benefit: When you take cold damage or fire damage, you gain temporary hit points after that damage has been resolved. The temporary hit points equal your Wisdom modifier.
These temporary hit points increase to 3 + your Wisdom modifier at 11th level, and to 6 + your Wisdom modifier at 21st level.
Attack Bonus, Class, Critical, Support
Prerequisites: Avenger class, Oath of Enmity feature
Benefit: The first time in an encounter that you score a critical hit against your oath target, the first time each of your allies makes an attack against your oath target before the end of your next turn, he or she can roll twice and use either result.
Armor, Mobility
Prerequisites: Strength 15 or Constitution 15
Benefit: You ignore the speed penalty for wearing heavy armor.
Defense, Weapon Specialization
Benefit: While wielding a Heavy Blade, you gain a +2 bonus to all defenses against reactive strikes.
Critical, Weapon Specialization
Prerequisites: Strength 21, Dexterity 17
Benefit: When you make a Weapon attack with a Heavy Blade, you can score a critical hit on a natural roll of 19 or 20.
Reactive Strikes, Weapon Specialization
Prerequisites: Strength 17, Dexterity 15
Benefit: When you make a reactive strike using a Heavy Blade you have proficiency with, you can use a melee Weapon at-will attack instead of a melee basic attack if you wish.
Extra Attack, Kill Effect, Power Enhancement, Weapon Specialization
Prerequisites: power strike attack power
Benefit: When you reduce an enemy to 0 hit points or fewer with a Weapon attack using a Heavy Blade, you can choose to expend your power strike class power as a free reaction.
If you do, instead of the power's normal effects, you make a melee basic attack using the same weapon against a different creature. If your power strike deals at least +4[W] additional damage, your melee basic attack deals +1[W] additional damage.
Charge, Class, Defense, Racial
Prerequisites: Minotaur race, Heedless Charge trait, any psionic class
Benefit: The bonus to AC granted by your Heedless Charge racial trait increases by one-half your [Constitution or Wisdom] modifier (minimum +1).
Fire, Mark Punishment, Racial
Prerequisites: Tiefling race
Benefit: While a creature is marked by you, it has vulnerable 5 fire against your attacks.
Class, Class Combination, Fire, Power Enhancement
Prerequisites: Warlock class, any divine multiclass feat, Infernal Pact feature, Warlock's Curse feature
Benefit: When you deal deal your extra curse damage, you can choose for that damage to be fire damage.
Also, if you have the eldritch blast or eldritch strike attack power, you can choose for it to deal fire damage and gain the Fire keyword. You can make this choice each time you use the power.
Class Combination, Implement Specialization, Proficiency Gain, Weapon Specialization
Prerequisites: Warlord class, Pact Initiate (Infernal Pact) feat
Benefit: You gain proficiency with Polearms as implements.
Class, Fear, Fire, Power Repertoire, Racial
Prerequisites: Tiefling race, Wizard class, Arcane Spellbook feature
Benefit: Each time you finish an extended rest and prepare your Wizard spells, choose one encounter attack or daily attack power with either the Fear or Fire keyword from your spellbook. You can use the following action oncce per encounter:
Minor Action: You replace one Wizard attack power of the same kind and of the same level or higher with the chosen power. If you replace an encounter attack power, the next time you take a rest, you regain the original power.
Class, Damage Resistance, Healing Surge, Saving Throws
Prerequisites: Warlock class, Infernal Pact feature
Benefit: Whenever you spend a healing surge, you gain resist fire equal to 5 + one-half your level and a +2 bonus to your first saving throw before the end of your next turn.
If you already have resist fire, you can instead increase that resistance by 5 instead of gaining this resistance.
Class, Damage Bonus, Fire, Fear, Forced Movement, Racial
Prerequisites: Tiefling race, any arcane class
Benefit: When you push, pull, or slide a creature with a Fear power, increase that forced movement by 2 squares.
Also, you gain a +2 feat bonus to damage rolls with Fire attacks.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Attack Bonus, Fear, Fire, Racial
Prerequisites: Tiefling race
Benefit: You gain a +1 feat bonus to attack rolls with Fear and Fire powers.
Class, Fire, Power Enhancement, Ongoing Damage
Prerequisites: Warlock class, Infernal Pact feature, Warlock's Curse feature
Benefit: Whenever you hit a target under your curse with a Warlock daily attack power, the target takes ongoing 5 fire damage (save ends), or ongoing 10 fire damage (save ends) if the power has the Fire keyword.
The ongoing damage increases to 10 or 15, respectively, at 21st level.
If the power already deals ongoing fire damage, you can choose to instead give the target a penalty to its first save against the ongoing damage. The penalty equals your Constitution modifier.
Class, Damage Bonus, Fire, Racial, Triggered
Prerequisites: Tiefling race, Wizard class
Benefit: When an enemy saves against an effect bestowed by your Fire attack, it takes fire damage equal to 5 + your Charisma modifier.
This damage increases to 7 + your Charisma modifier at 11th level, and to 10 + your Charisma modifier at 21st level.
Fire, Power Enhancement, Racial
Prerequisites: Revenant race, Past Life (tiefling) trait, dark reaping racial power
Benefit: Your dark reaping racial power deals fire and necrotic damage, and gains the Fire keyword.
Damage Bonus, Fire, Racial, Teleport
Prerequisites: Tiefling race
Benefit: Once per turn, when you teleport, you deal fire damage to each enemy in or adjacent to the space you leave. The fire damage equals 10 + your [Intelligence or Charisma] modifier.
Fire, Racial
Prerequisites: Tiefling race
Benefit: Each time you hit an enemy that has resist fire with a Fire attack, after the attack has been resolved, the resist fire is reduced by 5 until the end of the encounter.
Extra Attack, Power Enhancement, Racial, Teamwork, Triggered
Prerequisites: Tiefling race, infernal wrath racial power
Benefit: When you use your infernal wrath racial power, the target provokes reactive strikes from your allies when it attacks you. This effect lasts until the end of its next turn.
Class, Condition Infliction, Fear, Racial, Triggered
Prerequisites: Tiefling race, Controller role
Benefit: When an enemy successfully saves against an effect bestowed by your Fear power, it falls prone.
Class, Damage Bonus, Forced Movement, Psychic, Racial
Prerequisites: Tiefling race, any psionic class
Benefit: When an enemy successfully saves against a Psychic effect bestowed by you, you can use a free reaction to slide that enemy 1 square and make it gain vulnerable 5 psychic until the end of your next turn.
Starting at 11th level, the vulnerable increases to 7.
Starting at 21st level, you can slide the enemy up to 2 squares, and the vulnerable increases to 10.
Class, Power Enhancement, Racial, Saving Throws, Support
Prerequisites: Halfling race, Psion class, second chance racial power, send thoughts class power
Benefit: Whenever ally you can see within 20 squares of you fails a saving throw, you can expend your send thoughts class power as a free interrupt. If you do, the ally can reroll the saving throw instead of the power's normal effects.
Equipment, Rituals, Skill Enhancement
Prerequisites: trained in Heal; trained in Dungeoneering or trained in Nature
Benefit: You gain a +5 bonus to Heal checks to treat disease.
Also, when you reach 5th level, you master the brew potion ritual and can perform it without a ritual book.
Class, Saving Throws, Triggered
Prerequisites: Paladin class
Benefit: When you succeed on a saving throw to end an effect, each ally within 5 squares of you that can see you gains a power bonus to saving throws until the start of your next turn. The bonus equals one-half your Charisma modifier.
Action Point, Defense, Racial
Prerequisites: Human race
Benefit: When you spend an action point to take an extra action, you gain a +1 bonus to all defenses until the start of your next turn.
Charge, Class, Damage Bonus, Weapon Specialization
Prerequisites: Constitution 15, Fighter class, Fighter Weapon Talent feature
Benefit: You gain a bonus to damage rolls when you make a charge attack while using a melee weapon in two hands. The bonus equals one-half your Constitution modifier.
Channel Divinity, Class, Concealment, Racial
Prerequisites: Gnome race, any divine class, Channel Divinity feature
Benefit: When you use a Channel Divinity power, you gain concealment until the end of your next turn.
Class, Combat Advantage, Damage Bonus, Power Enhancement, Racial
Prerequisites: Genasi race, firepulse racial power, Rogue class, Sneak Attack feature
Benefit: If you have combat advantage against the target of your firepulse racial power, you can deal your Sneak Attack damage to the target. This does not count toward as your one use of Sneak Attack for this turn.
Combat Advantage, Concealment
Benefit: If you have total concealment against a target, you gain combat advantage against it with your ranged attacks.
Starting at 11th level, you gain this benefit even if you only have concealment.
Power Enhancement, Racial, Skill Enhancement, Teleportation
Prerequisites: Elf race, elven accuracy racial power
Benefit: You gain a +2 feat bonus to Arcana checks.
When you use your elven accuracy racial power, you can use a free reaction to teleport 2 squares.
Concealment, Condition Infliction, Power Repertoire, Racial, Skill Enhancement
Prerequisites: Drow race, Lolthtouched trait
Benefit: You gain a +2 feat bonus to Arcana checks.
Also, you gain the webs of darkness Lolthtouched power.
Drow
Attack
Webs of Darkness
EncounterStandard Action
Inky tendrils of solidified darkness leap from your fingertip and bind your enemies
Divine
Lolthtouched:  You can only use one Lolthtouched power per encounter.
Attack:  Close blast 3  (each creature in the blast)
Ability +4 vs. Reflex
Level 21:  Ability +6
Hit:  The target is covered in dark webs until the end of your next turn.
While covered, the target is slowed and all creatures have concealment against the target.
Special:  When you gain this power, choose Intelligence, Wisdom, or Charisma. You use the chosen ability for the attack roll.
Class, Condition Infliction, Forced Movement, Mobility Hindrance, Shield
Prerequisites: Fighter class
Benefit: Whenever you pull, push, or slide an adjacent creature with an attack while you are using a shield, you can also slow that creature until the start of your next turn.
Class, Condition Infliction, Critical, Grapple
Prerequisites: Fighter class, Brawler Training feature
Benefit: Whenever you score a critical hit with a grab attack or a martial attack that allows you to grab a creature, you can also knock that creature prone.
Class, Condition Infliction, Mobility Hindrance
Prerequisites: Ranger class, Hunter's Quarry feature
Benefit: Whenever you would deal your Hunter's Quarry damage, you can forgoe one die of that damage to slow the target until the end of your next turn.
Animal Companion, Class, Condition Negation, Defense, Power Enhancement, Racial
Prerequisites: Hobgoblin race, Ranger class, Beast Mastery feature, hobgoblin discipline racial power
Benefit: When you use your hobgoblin discipline racial power and your beast companion is adjacent to you, you can also end one effect that a save can end currently affecting your beast companion.
Also, your beast companion gains a +1 feat bonus to all defenses while it is adjacent to you.
Proficiency Gain, Racial, Shield, Skill Enhancement
Prerequisites: Strength 13, Hobgoblin race
Benefit: You gain proficiency with light shields and heavy shields.
Also, you ignore the check penalty for wearing a shield.
Class, Power Enhancement, Racial, Support
Prerequisites: Hobgoblin race, Phalanx Soldier trait, any arcane class
Benefit: When you make an arcane Close blast or arcane Close burst attack, you can choose to omit one square adjacent to you from the area of effect.
Damage Bonus, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Hobgoblin race
Benefit: You gain proficiency with all Flails and Spears.
Also, you gain a +2 feat bonus to damage rolls with Weapon attacks with Flails and Spears.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Class, Power Enhancement, Racial, Radiant
Prerequisites: Half-elf race, any divine class, Dilettante trait
Benefit: Once per encounter, when you use the power you gained through your Dilettante racial trait, you can choose to deal radiant damage with that power instead of its normal damage type. If you do, the power gains the Radiant keyword and loses any damage type keywords it normally has.
Class, Healing, Power Enhancement, Racial
Prerequisites: Warforged race, Cleric class, warforged resolve racial power
Benefit: When you use your warforged resolve racial power, until the end of your next turn, you can add your Strength modifier to the number of hit points regained by target of your cleric Healing powers.
This additional healing increases to 2 + your Strength modifier at 11th level, and to 4 + your Strength modifier at 21st level.
Attack Bonus, Bloodied, Channel Divinity, Class, Racial
Prerequisites: Shifter race, any divine class, Channel Divinity feature
Benefit: When you use a Channel Divinity power while you are bloodied, you gain a +1 bonus to melee attack rolls until the end of your next turn. If the Channel Divinity power you use has melee attack rolls, you gain the bonus on that power as well.
Class, Languages, Skill Enhancement
Prerequisites: any divine class, Supernal language
Benefit: The first time during a skill challenge that you succeed in a Bluff check, a Diplomacy check, or an Intimidate check, you gain an extra success towards completing the skill challenge.
Class, Damage Bonus, Defense, Mounted Combat
Prerequisites: Paladin class, Mounted Combat feat
Benefit: While you are mounted, your mount gains a +2 bonus to all defenses, and a bonus to damage rolls equal to your Charisma modifier.
Defense, Implement Specialization
Prerequisites: Wisdom 13 or Charisma 13
Benefit: When you make an Implement attack using a holy symbol you have proficiency with, the enemies you target with that attack cannot gain combat advantage against you until the start of your next turn.
Critical, Implement Specialization
Prerequisites: Wisdom 19, Charisma 19
Benefit: When you make an Implement attack using a holy symbol you have proficiency with, you can score a critical hit on a natural roll of 19 or 20.
Power Enhancement, Racial, Skill Enhancement
Prerequisites: Satyr race, lure of enchantment racial power
Benefit: When you make a Bluff check or a Diplomacy check and dislike the result, you can choose to expend your lure of enchantment racial power to reroll the check.
Starting at 11th level, you gain a +2 power bonus to the reroll, and a +4 power bonus starting at 21st level.
Defense, Racial, Reactive Strikes, Support
Prerequisites: Minotaur race
Benefit: When an enemy provokes a reactive strike from you, you can take an opportunity interrupt to grant either you or an ally adjacent to you a +2 bonus to all defenses until the start of the triggering enemy's turn. The bonuses from multiple uses of this ability do not stack.
Class, Temporary Hit Points, Triggered
Prerequisites: Paladin class, Divine Sanction feature
Benefit: When a creature under your Divine Sanction damage you, you gain temporary hit points after the damage has been resolved. The temporary hit points equal your Wisdom modifier.
These temporary hit points increase to 4 + your Wisdom modifier at 21st level.
Charge, Class, Mobility, Racial
Prerequisites: Minotaur race, Assassin class, Infused Form feature
Benefit: You gain phasing when you charge while under the effects of the power granted by your Infused Form class feature.
Attack Bonus, Charge, Class, Mobility, Power Enhancement, Racial
Prerequisites: Minotaur race, Assassin class, Assassin's Shroud feature, goring charge racial power
Benefit: When you use your goring charge racial power and the target has your shrouds on it, you gain a +2 bonus to your attack roll, and you can shift half your speed as the last part of resolving the power.
Combat Advantage, Triggered
Benefit: When an enemy's attack hits your Will, that enemy grants combat advantage to you for the first attack you make against it before the end of your next turn.
Animal Companion, Class, Defense, Racial
Prerequisites: Human race, Ranger class, Beast Mastery feature
Benefit: Your beast companion gains a +1 bonus to all defenses.
Action Point, Class, Power Recovery, Psionics, Racial
Prerequisites: Human race, any psionic class, Psionic Augmentation feature
Benefit: When you spend an action point, you regain 1 power point.
Action Point, Class, Equipment, Racial, Support
Prerequisites: Human race, Artificer class, Arcane Empowerment (impart energy) feature
Benefit: When you spend an action point, you can also use Impart Energy on an adjacent ally's magical item. This does not count towards how often you can use Arcane Empowerment, but does count against the number of times an item can be Imparted Energy in a day.
Class, Racial, Skill Enhancement
Prerequisites: Human race, any primal class
Benefit: When you make an Endurance check or a Nature check, you can roll twice and use either result.
Racial, Saving Throws
Prerequisites: Human race
Benefit: You gain a +1 bonus to saving throws.
Action Point, Racial, Temporary Hit Points
Prerequisites: Human race
Benefit: When you spend an action point, you gain temporary hit points equal to your Charisma modifier.
These temporary hit points increase to 4 + your Charisma modifier at 11th level, and to 8 + your Charisma modifier at 21st level.
Defense, Racial
Prerequisites: Revenant race, Past Life (human) trait
Benefit: You gain a +1 bonus to Fortitude, Reflex, and Will defenses.
Defense, Racial, Skill Enhancement
Prerequisites: Mul race
Benefit: When you gain this feat, choose one skill, and one defense other than AC. You gain a +2 racial bonus to checks with the chosen skill, and a +1 racial bonus to the chosen defense.
Class, Damage Bonus, Racial
Prerequisites: Goliath race, Assassin class, Assassin's Shroud feature
Benefit: When you invoke your shrouds on an enemy and hit it, you deal extra damage equal to one-half your Strength modifier.
If you have at least three of your shrouds on the enemy, this extra damage increases to your Strength modifier.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Drow race, Ranger class, Hunter's Quarry feature, cloud of darkness racial power
Benefit: When you use your cloud of darkness racial power, each enemy within the cloud counts as being designated your quarry while it remains in the cloud.
This does not count against the normal limit of one quarry, and any other creature designated as your quarry remains so.
You can deal your Hunter's Quarry damage once per round against each quarry in the cloud.
Attack Bonus, Class, Power Enhancement, Racial
Prerequisites: Shadar-kai race, Assassin class, shadow jaunt racial power
Benefit: While you are insubstantial due to your shadow jaunt racial power, any Weapon attack you make against AC can instead be made against Reflex defense.
Class, Mobility, Racial, Power Enhancement
Prerequisites: Genasi race, Ranger class; swiftcurrent racial power or windwalker racial power
Benefit: When you use your swiftcurrent racial power or your windwalker racial power, the power allows you to move 2 additional squares.
Class, Combat Advantage, Damage Bonus, Racial
Prerequisites: Elf race, Ranger class, Hunter's Quarry feature
Benefit: Your Hunter's Quarry additional damage increases by 2 when you have combat advantage against your quarry.
The damage increases by 4 starting at 21st level.
Class, Condition Negation, Perception
Prerequisites: Ranger class, Hunter's Quarry feature
Benefit: You don't take the normal -2 penalty to attack rolls against your quarry if it has cover or concealment.
Starting at 21st level, you only take a -2 penalty to attack rolls instead of the normal -5 against your quarry if it has superior cover or total concealment.
Class, Kill Effect, Second Wind
Prerequisites: Ranger class, Hunter's Quarry feature
Benefit: When you reduce your quarry to 0 hit points or fewer, you can use your second wind as a free reaction.
Animal Companion, Class, Condition Negation, Perception
Prerequisites: Ranger class, Beast Mastery feature
Benefit: You and your beast companion ignore concealment for enemies adjacent to your beast companion.
Class, Damage Bonus, Power Enhancement, Racial, Teleportation
Prerequisites: Wilden race, Assassin class, Assassin's Shroud feature, pursuit of the hunter racial power
Benefit: You can teleport instead of shift when you use your pursuit of the hunter racial power.
Also, until the end of your next turn, your attacks against the triggering enemy deal 1 extra damage for each of your shrouds on it.
This extra damage increases to 2 for each of your shrouds at 21st level.
Class, Damage Bonus, Size-based, Skill Enhancement, Weapon Specialization
Prerequisites: any martial class
Benefit: You gain a +2 feat bonus to Athletics checks.
Also, you gain a +2 bonus to damage rolls against creatures that are larger than you when using a spear that you are proficient with.
The bonus to damage rolls increases to +3 at 21th level.
Attack Bonus, Class, Combat Advantage, Flanking, Triggered
Prerequisites: Dexterity 13 or Drow race; any martial class
Benefit: You gain the following benefits with martial at-will attacks:
► Against a target that cannot see you, once per turn you can reroll one attack roll, but must use the second result.
► If you are flanking the target, you can shift 1 square as a free reaction.
► If you are flanking the target and hit, until the start of your next turn, you have combat advantage on any attacks triggered by the target's movement.
Class, Damage Bonus, Racial, Triggered
Prerequisites: Thri-kreen race, Ranger class, Hunter's Quarry feature, thri-kreen claws racial power
Benefit: While your thri-kreen claws racial power is not expended, whenever an enemy adjacent to you takes damage from your Hunter's Quarry, you can deal damage to one other enemy adjacent to you. The damage equals your Dexterity modifier. This counts as hitting the enemy with a melee attack if it has abilities triggered or otherwise related to it.
The damage increases to 2 + your Dexterity modifier at 11th level, and to 4 + your Dexterity modifier at 21st level.
Class, Mobility, Perception, Shapechange, Skill Enhancement
Prerequisites: Druid class, wild shape class power
Benefit: While you are in beast form, you gain a +1 feat bonus to speed.
Also, while you are in beast form, you gain a +5 feat bonus to Perception checks, and when you roll a 1 on a Perception check, you can reroll the check until you get a result other than 1.
Class, Charge, Mobility
Prerequisites: Wisdom 13, any martial class
Benefit: When you use a martial melee at-will attack that allows you to move or shift before making the attack, you can choose to charge instead, making that power's attack instead of a melee basic attack.
If you are a warlord and use your tactician's command while in a poise that allows the target ally to move or shift before making the attack, you can choose to allow him or her to make a charge attack instead.
Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power
Benefit: When you use your dragon breath racial power, you can choose to make it an area 1 within 10 squares instead of close blast 3.
Class, Weapon Specialization
Prerequisites: Barbarian class
Benefit: You can use any one-handed weapon with the Off-hand trait as a Heavy Thrown weapon with a range of 5/10. If the weapon is Light Thrown, you can use its normal range if it is better.
Starting at 11th level, you can use any one-handed weapon as a Heavy Thrown weapon with a range of 3/6.
When you use a weapon that normally has the Heavy Thrown trait, you increase the normal range by 2 squares and the long range by 4 squares. This counts as having the Far Throw feat.
This benefit also applies to Off-hand weapons you use as Heavy Thrown weapons starting at 11th level, and to any Heavy Thrown weapon starting at 21st level.
Bloodline
Mobility, Racial, Winterkin Heritage
Prerequisites: Eladrin race, Winterkin Heritage feat
Benefit: You ignore difficult terrain created by ice or snow.
Bloodied, Class, Saving Throws, Support
Prerequisites: any divine class
Benefit: Bloodied allies within 10 squares of you gain a +1 bonus to saving throws.
Class, Damage Resistance
Prerequisites: any divine class
Benefit: You resist necrotic equal to your Wisdom modifier + one-half your level.
Cold, Damage Bonus, Ongoing Damage, Racial, Triggered
Prerequisites: Tiefling race
Benefit: Whenever an enemy successfully saves against ongoing damage that you imposed, that enemy takes cold damage equal to your [Intelligence or Charisma] modifier.
This cold damage increases to 5 + your [Intelligence or Charisma] modifier at 11th level, and to 10 + your [Intelligence or Charisma] modifier at 21st level.
Cold, Condition Infliction, Damage Bonus, Elemental Nature, Triggered
Prerequisites: elemental origin or Born of the Elements feat
Benefit: You gain a +3 feat bonus to Cold damage rolls.
This bonus increases to +4 at 21st level.
Also, whenever you take cold damage from an attack, each enemy within 2 squares of you becomes slowed until the start of the currently acting creature's next turn.
Class, Initiative, Support
Prerequisites: Warlord class, Combat Leader feature, Resourceful Presence feature
Benefit: Whenever you roll initiative, you can choose to subtract 4 from your check result.
If you do, choose one or two allies who benefit from your Combat Leader class feature. One ally gains a bonus equal to your Charisma modifier to his or her initiative check, and the other gains a bonus equal to your Intelligence modifier to his or her initiative check.
Class, Temporary Hit Points, Triggered
Prerequisites: Sorcerer class or Wizard class
Benefit: When you reduce at least one minion to 0 hit points or fewer with a Sorcerer power or a Wizard power, you gain temporary hit points equal to the number minions you hit with that power.
These temporary hit points increase to twice the number of minions at 11th level, and to three times the number of minions at 21st level.
Attack Bonus, Power Enhancement, Racial
Prerequisites: Deva race, memory of a thousand lifetimes racial power, Immortal Resilience feat, Immortal Skill feat
Benefit: When using your memory of a thousand lifetimes racial power to modify an attack roll, you treat a result that is lower than the average for the die you roll (3 for d6, or 4 for d8) as the average.
Power Enhancement, Racial, Saving Throws
Prerequisites: Deva race, memory of a thousand lifetimes racial power, Immortal Skill feat
Benefit: When using your memory of a thousand lifetimes racial power to modify a saving throw, you treat a result that is lower than the average for the die you roll (3 for d6, or 4 for d8) as the average.
Power Enhancement, Racial, Skill Enhancement
Prerequisites: Deva race, memory of a thousand lifetimes racial power
Benefit: When using your memory of a thousand lifetimes racial power to modify a skill check or ability check, you treat a result that is lower than the average for the die you roll (3 for d6, or 4 for d8) as the average.
Class, Damage Resistance, Defense, Racial
Prerequisites: Deva race, Swordmage class, Swormage Warding feature
Benefit: Your Swordmage Warding remains active even while you are unconscious.
Also, you add the bonus to AC granted by your Swordmage Warding to the resist necrotic and resist radiant granted by your Astral Resistance racial trait.
Class, Power Enhancement
Prerequisites: Battlemind class, battle resilience class power
Benefit: When you use your battle resilience class power, you can choose to ignore forced movement until the end of your next turn.
Power Enhancement, Racial, Saving Throws
Prerequisites: Warforged race, warforged resolve racial power, Improved Warforged Resolve feat
Benefit: When you use your warforged resolve racial power, you can make a saving throw against any one effect that a save can end instead of only against an effect that deals ongoing damage.
Also, you gain a +2 bonus to the saving throw granted by your warforged resolve racial power.
Attack Bonus, Basic Attack, Class, Weapon Specialization
Prerequisites: any martial class
Benefit: When you use a Spear to make a melee basic attack on your turn, you can choose to make the attack against Reflex instead of AC.
Class, Critical, Condition Infliction, Weapon Specialization
Prerequisites: Warden class
Benefit: Whenever you score a critical hit with a Heavy Blade or a Spear, you can choose to treat the critical hit as a normal hit. If you do, the target is immobilized until the end of your next turn.
Attack Bonus, Bloodied Enemy
Benefit: You gain a +1 bonus to attack rolls with at-will powers (including basic attacks) against bloodied creatures.
Attack Penalty, Initiative, Racial
Prerequisites: Charisma 15, Tiefling race
Benefit: You can use your Charisma instead of Dexterity to determine your Initiative modifier.
Also, when you hit a creature that has not yet acted in an encounter with an attack, it takes a penalty to attack rolls until the end of your next turn. The penalty equals one-half your Charisma modifier.
Action Point, Racial, Saving Throws, Skill Enhancement
Prerequisites: Human race
Benefit: Each time you finish an encounter without expending your action point, you gain a cumulative +1 bonus to ability checks, skill checks, and saving throws. This bonus lasts until your next extended rest.
Charge, Class, Combat Advantage, Support
Prerequisites: Charisma 15, Warlord class
Benefit: When you charge an enemy, the first ally that makes an enemy gainst that enemy before the end of your next turn gains combat advantage on his or her attack.
If your charge attack hits, all your allies gain combat advantage against that enemy until the end of your next turn instead.
Channel Divinity, Class, Defense, Power Recovery, Triggered
Prerequisites: Paladin class, divine mettle Channel Divinity power
Benefit: If the target of your divine mettle Channel Divinity power fails the granted saving throw, you gain an additional use of Channel Divinity this encounter, and the target gains a +2 bonus to all defenses until the start of your next turn. You do not regain the use of divine mettle.
Starting at 21st level, you also regain the use of your divine mettle Channel Divinity power when the target fails the saving throw.
Class, Forced Movement, Power Enhancement
Prerequisites: Ardent class, ardent outrage class power
Benefit: When you use your ardent outrage class power, you also push the target 1 square.
Damage Bonus, Implement Specialization
Benefit: Choose a type of implement with which you have proficiency. You gain a +1 feat bonus to damage rolls with Implement attacks you make using the chosen implement.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Special: You can take this feat more than once. Each time you select this feat, choose a different type of implement.
Multiclass
Implement Specialization, Multiclass Wizard
Prerequisites: any Wizard multiclass feat, Wizard paragon multiclass
Benefit: You gain the Wizard class feature Arcane Implement Mastery.
Class, Healing, Power Enhancement
Prerequisites: Ardent class, ardent surge class power
Benefit: The target of your ardent surge class power regains additional hit points equal to your Charisma modifier.
Class, Defense
Prerequisites: Avenger class, Armor of Faith feature
Benefit: While you are wearing cloth armor or no armor and aren't using a shield, you gain a +1 bonus to AC.
Power Enhancement, Racial
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: When you use your voyage of the ancients racial power, you can teleport 2 additional squares.
When you use your wrath of the drestroyer racial power, you gain a +2 bonus attack rolls with the attack it grants you.
When you use your pursuit of the hunter racial power, you can shift 2 additional squares.
Attack Bonus, Class, Support
Prerequisites: Artificer class, Arcane Empowerment feature
Benefit: When you Augment Energy using your Arcane Empowerment class feature, the wielder gains a +4 bonus instead of +2.
Class, Mobility, Power Enhancement, Support
Prerequisites: Warlord class, Battlefront Leader feature
Benefit: Your battlefront shift class power can target one additional ally.
Attack Bonus, Critical, Forced Movement
Prerequisites: Strength 13, Constitution
Benefit: You gain the following benefits with bull rush:
► +2 feat bonus to attack rolls.
► You can push the target 1 additional square as long as you can shift into the vacated space.
► On a critical hit, the target must succeed in a saving throw or you can knock it prone.
► Starting at 21st level, you can score a critical hit on a natural roll of 19 or 20.
Class, Mobility, Support
Prerequisites: Bard class, Virtue of Cunning feature
Benefit: When you use your Virtue of Cunning class feature to slide an ally, you can slide that ally 1 additional square.
Class, Stealth
Prerequisites: Rogue class, Cunning Sneak feature
Benefit: When you make a Stealth check to become hidden using your Cunning Sneak class feature, you must end a move action at least 2 squares away from your starting position instead of 3.
Class, Power Enhancement, Temporary Hit Points
Prerequisites: Warlock class, dark one's blessing class power
Benefit: Your dark one's blessing grants you 3 additional temporary hit points.
These additional temporary hit points increase to 6 at 11th level, and to 10 at 21st level.
Class, Damage Bonus, Power Enhancement
Prerequisites: Warlock class, dark spiral class power
Benefit: You roll d8s instead of 1d6s for the damage of the Dark Spiral Release action of your dark spiral class power.
Starting at 11th level, you roll d10s instead of d8s.
Defense
Benefit: You gain a +1 feat bonus to Fortitude, Reflex, and Will.
Class, Damage Resistance
Prerequisites: Sorcerer class, Dragon Magic feature
Benefit: The resistance granted by your Dragon Soul class feature increases by 2.
This increase becomes 5 at 11th level, and 10 at 21st level.
Class, Healing, Power Enhancement
Prerequisites: Warlord class, warlord's aura class power
Benefit: A character using your draw inspiration class power regains additional hit points equal to your Charisma modifier.
Class, Power Enhancement
Prerequisites: Warlock class, fate of the void class power
Benefit: You gain an additional +1 bonus to the roll on which you use the bonus from your fate of the void class power.
Power Enhancement, Racial, Teleportation
Prerequisites: Eladrin race, fey step racial power
Benefit: The maximum distance you can teleport with your fey step racial power increases by 2 squares.
Combat Advantage, Damage Bonus, Power Enhancement, Racial
Prerequisites: Kenku race, flock tactics racial power
Benefit: When your flock tactics racial power causes an enemy to grant combat advantage to you, you also gain a +3 feat bonus to damage rolls against that enemy until the end of your next turn.
This bonus to damage increases to +5 at 11th level, and to +7 at 21st level.
When you use your flock tactics racial power to aid attack, the target ally also gains combat advantage on his or her next attack against the target enemy.
Attack Bonus, Critical, Grapple
Prerequisites: Strength 13
Benefit: You gain the following benefits with grab:
► +2 feat bonus to attack rolls.
► You do not immediately let go of a grabbed opponent when affected by a condition that prevents you from taking opportunity actions.
► On a critical hit, your hold is so strong that if you are pulled, pushed, or slid, the creature you are grabbing moves with you. If you would be moved in a way that the creature grabbed by you cannot be, you negate the remaining forced movement.
► Starting at 21st level, you can score a critical hit on a natural roll of 19 or 20.
Also, you gain a +2 feat bonus to attack rolls with drag.
Power Enhancement, Racial, Saving Throws
Prerequisites: Warforged race, warforged resolve racial power, Immutability feat, Improved Warforged Resolve feat
Benefit: When you use your warforged resolve racial power, you can make a saving throw against any one effect, even if that effect does not normally end on a save. If you make the saving throw against ongoing damage, you automatically succeed.
Attack Bonus, Class, Perception, Power Enhancement
Prerequisites: Seeker class, inevitable shot class power
Benefit: When you make the ranged basic attack granted by your inevitable shot class power, the attack ignores cover and concealment, but not superior cover or total concealment.
Initiative
Benefit: You gain a +4 feat bonus to Initiative.
Action Point, Class, Healing, Support
Prerequisites: Warlord class, Inspiring Presence feature, warlord's aura class power
Benefit: When an ally in your aura spends an action point, he or she regains an additional 2 hit points.
These additional hit points regained increase to 4 at 11th level, and to 6 at 21st level.
Bloodline
Damage Bonus, Forgeborn Heritage, Power Enhancement, Racial
Prerequisites: Dwarf race, Forgeborn Heritage feat
Benefit: The extra damage dealt by your elemental legacy bloodline power increases by 4.
Starting at 21st level, the extra damage increases by 6 instead.
Class, Power Enhancement, Temporary Hit Points
Prerequisites: Bard class, majestic word power
Benefit: The target of your majestic word class power also gains temporary hit points equal to your Charisma modifier.
These temporary hit points increase to 3 + your Charisma modifier at 11th level, and to 6 + your Charisma modifier at 21st level.
Class, Power Enhancement, Teleportation
Prerequisites: Warlock class, misty step class power
Benefit: Your misty step class power allows you to teleport an additional 2 squares.
Class, Damage Bonus, Unarmed Combat
Prerequisites: Monk class, Unarmed Combatant feature
Benefit: You gain a +1 feat bonus to damage rolls with Weapon attacks using your Monk Unarmed Strike and with Monk Implement powers when using your unarmed strike as an implement, and to the damage dealt by your Flurry of Blows power when using your unarmed strike to deliver it.
This bonus to damage increases to +2 at 11th level, and to +3 at 21st level.
Class, Combat Advantage, Implement Specialization, Support
Prerequisites: Charisma 17, Wizard class, Orb of Deception feature
Benefit: When you hit a creature with an arcane Illusion power while wielding an orb, that creature grants combat advantage to the first ally who attacks it before the start of your next turn.
Class, Damage Bonus, Implement Specialization, Triggered
Prerequisites: Wisdom 17, Wizard class, Orb of Imposition feature
Benefit: Each time a creature fails a saving throw against the target effect of your orb of imposition class power, it takes damage equal to 5 + your Wisdom modifier.
This damage increases to 10 + your Wisdom modifier at 21st level.
Attack Bonus, Class
Prerequisites: Ranger class; Strength 21 and Prime Strike feature or Wisdom 21 and Prime Shot feature
Benefit: The bonus granted to rolls granted by your Prime Strike or Prime Shot class feature increases to +2.
Class, Damage Resistance
Prerequisites: Barbarian class, Rageblood Vigor feature
Benefit: The resist you gain from your Rageblood Vigor class feature increases by 2, or by 4 if you are raging.
This increase becomes 3 or 6 at 11th level, and 4 or 7 at 21st level.
Critical, Ongoing Damage, Power Enhancement, Racial
Prerequisites: Bladeling race, razor storm racial power
Benefit: The size of the burst for your razor storm racial power increases by 1.
Also, whenever you score a critical hit using your razor storm racial power, the target also takes ongoing 5 damage (save ends).
This ongoing damage increases to 10 at 11th level, and to 15 at 21st level.
Action Point, Class, Defense, Support
Prerequisites: Warlord class, Resourceful Presence feature, warlord's aura class power
Benefit: When an ally in your aura spends an action point, he or she can choose to gain a bonus to a single defense instead of all defenses. If he or she does, the bonus equals your Wisdom modifier instead of one-half your Wisdom modifier.
Healing, Second Wind
Prerequisites: Constitution 13
Benefit: When you use your second wind, you regain an additional 5 hit points.
These additional hit points regained increase to 10 at 11th level, and to 15 at 21st level.
Class, Damage Resistance, Power Enhancement
Prerequisites: Artificer class, shielding elixir class power
Benefit: The resistance provided by your shielding elixir class power increases by 2.
This increase becomes 4 at 11th level, and 6 at 21st level.
Action Point, Attack Bonus, Class, Support
Prerequisites: Warlord class, Skirmishing Presence feature, warlord's aura class power
Benefit: When an ally in your aura spends an action point, he or she gains a +2 bonus to the first attack roll she makes after using the shift gained from your Skirmishing Presence class feature.
Class, Mobility, Power Enhancement
Prerequisites: Battlemind class, speed of thought class power
Benefit: When you use your speed of though class power, you can move 2 additional squares.
Class, Defense, Implement Specialization
Prerequisites: Constitution 17, Dexterity 13, Wisdom 13, Wizard class, Staff of Defense feature
Benefit: While you wield a staff, you gain a +1 bonus to Fortitude, Reflex, and Will.
Class, Mounted Combat, Power Enhancement, Summoning
Prerequisites: Paladin class, call celestial steed utility power
Benefit: When you use your call celestial steed class power, you can choose to summon a celestial battle tiger instead of a celestial warhorse.
Class, Mounted Combat, Power Enhancement, Summoning
Prerequisites: Paladin class, call celestial steed utility power
Benefit: When you use your call celestial steed class power, you can choose to summon a celestial behemoth instead of a celestial warhorse.
Class, Mounted Combat, Power Enhancement, Summoning
Prerequisites: Paladin class, call celestial steed utility power
Benefit: When you use your call celestial steed class power, you can choose to summon a celestial pegasus instead of a celestial warhorse.
Class, Mounted Combat, Power Enhancement, Summoning
Prerequisites: Paladin class, call celestial steed utility power
Benefit: When you use your call celestial steed class power, you can choose to summon a celestial silver dragon instead of a celestial warhorse.
Class, Equipment
Prerequisites: Swordmage class, Swordbond feature
Benefit: You can call your bonded weapon from twice the distance.
Class, Defense
Prerequisites: Dexterity , Swordmage class, Swordmage Warding feature
Benefit: The bonus granted by your Swordmage Warding class feature increases by 1.
Action Point, Attack Bonus, Class, Support
Prerequisites: Warlord class, Tactical Presence feature, warlord's aura class power
Benefit: When an ally in your aura spends an action point, the bonus to the attack roll he or she gains from your Tactical Presence class feature increases by +1.
Bloodied Enemey, Class, Damage Bonus, Support
Prerequisites: Barbarian class, Thaneborn Triumph feature
Benefit: Whenever you bloody an enemy, the ally that gains the bonus to attack rolls from your Thaneborn Triumph class feature also gains the same bonus to damage rolls.
The bonus to damage rolls increases by 3 at 11th level, and by 6 at 21st level.
Bloodied Enemy, Class, Damage Bonus, Thunder, Triggered
Prerequisites: Barbarian class, Thunderborn Wrath feature
Benefit: The thunder damage you deal with your Thunderborn Wrath class feature increases by 3.
This increase becomes 6 at 11th level, and 10 at 21st level.
Class, Implement Specialization, Summoning, Temporary Hit Points
Prerequisites: Constitution 17, Wizard class, Tome of Binding feature
Benefit: When you use an arcane Summoning power while wielding a tome, the creatures you summon appear with 10 temporary hit points.
These temporary hit points increase to 15 at 21st level.
Class, Implement Specialization, Power Repertoire
Prerequisites: Constitution 15, Wisdom 15, Wizard class, Arcane Spellbook feature, Tome of Readiness feature
Benefit: When you prepare your Wizard powers from your spellbook, choose one daily attack power or one utility power of your level or lower as your improved tome spell.
Also, you gain the improved tome of readiness power.
Feat
Utility
Improved Tome of Readiness
EncounterFree Action
You page through your tome to find a spell more appropriate to the current situation
Arcane, Implement
Requirement:  You must be wielding a tome implement.
You must also have at least one unexpended wizard daily attack of your improved tome spell's level or higher.
Personal
Effect:  You expend one wizard daily attack of your improved tome spell's level or higher, and gain the use of your improved tome spell.
If you have not used your improved tome spell before the end of the encounter, it is automatically expended and you regain the power you expended to gain use of it as part of your next short rest.
Class, Temporary Hit Points
Prerequisites: Bard class, Virtue of Valor feature
Benefit: The numer of temporary hit points granted by your Virtue of Valor class feature increase by 4.
This increas becomes 8 at 21st level.
Class, Healing Surge, Temporary Hit Points
Prerequisites: Constitution 17, Fighter class, trained in Endurance
Benefit: Your number of healing surges increases by one.
Also, the number temporary hit points you gain from Fighter powers increases by 3.
This increase becomes 6 at 21st level.
Attack Bonus, Class, Implement Specialization
Prerequisites: Dexterity 17, Wizard class, Wand of Accuracy feature
Benefit: While you wield a wand, your arcane powers ignore enemies' cover and superior cover.
Power Enhancement, Racial, Temporary Hit Points
Prerequisites: Warforged race, warforged resolve racial power
Benefit: When you use your warforged resolve racial power, you gain additional temporary hit points equal to 4 + the number of attached component items you have.
These additional temporary hit points increase to 5 + twice the number of attached components at 11th level, and to 6 + three times the number of attached components at 21st level.
Class, Weapon Specialization
Prerequisites: Barbarian class
Benefit: You can use improvised melee weapons (not including unarmed attacks) as Heavy Thrown weapons.
A one-handed improvised weapon used this way has a range of 6/12, and a two-handed improvised weapon has a range of 4/8.
You also gain a +2 feat bonus to attack rolls and a +2 feat bonus to damage rolls with thrown improvised weapons.
The bonus to damage rolls increases to +3 at 11th level, and to +4 at 21st level.
Armor, Class, Defense, Shield, Support
Prerequisites: Paladin class
Benefit: If you are wearing plate armor you have proficiency with and using a shield you have proficiency with, allies adjacent to you gain a +1 bonus to AC while you are conscious.
Class, Equipment, Initiative, Racial, Support
Prerequisites: Githzerai race, Artificer class, Arcane Empowerment feature
Benefit: A creature wielding an implement or weapon benefiting from the Augment Energy use of your Arcane Empowerment class feature gains a +2 power bonus to initiative checks.
Class, Mobility, Racial, Support
Prerequisites: Shifter race, razorclaw shifting racial power, Shaman class, call spirit companion class power
Benefit: While you are under the effects of your razorclaw shifting racial power, any ally that starts his or her turn adjacent to your spirit companion gains a +1 power bonus to speed until the start of his or her next turn.
Damage Resistance
Prerequisites: Constitution 15
Benefit: When a critical is scored against you, roll a 1d20. On a result of 16 to 20, the critical hit becomes a normal hit instead.
Channel Divinity, Class, Power Enhancement
Prerequisites: Invoker class, Covenant of Wrath feature
Benefit: When you use your armor of wrath Channel Divinity power, you can target each enemy in the burst, rather than only the triggering enemy.
Defense, Racial, Saving Throws
Prerequisites: Halfling race
Benefit: You gain a +1 bonus to Will while you are bloodied.
Also, your Bold racial trait also applies to saving throws against Charm effects and ongoing psychic damage.
Dying, Saving Throws
Benefit: You gain a +2 bonus to saving throws against effects that make you dazed, dominated, stunned or unconscious, and on death saving throws.
Damage Bonus, Force
Benefit: When you use a Force power against an insubstantial creature, you deal full damage to it.
If the insubstantial creature normally takes full damage from force damage, you deal an additiona +1d10 force damage to it instead.
This additional damage increases to +2d10 at 21st level.
Class, Grapple
Prerequisites: Fighter class, Brawler Training feature
Benefit: When an enemy grabbed by you attempts to escape your grab, it must make its attempt against the higher of your Fortitude or Reflex, regardless of using Acrobatics or Athletics.
Class, Power Enhancement
Prerequisites: Seeker class, inevitable shot class power
Benefit: When you use your inevitable shot class power, you can make the attack granted by that power against an enemy within 10 squares of the creature you missed, instead of an enemy within 5 squares.
Class, Miss Mitigation, Power Recovery
Prerequisites: Seeker class, inevitable shot class power
Benefit: When you use your inevitable shot class power and miss with the attack granted by it, you regain the use of that power after it has been resolved.
Miss Mitigation, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power
Benefit: You deal half damage to targets you miss with your dragon breath racial power.
Class, Damage Bonus, Miss Mitigation
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: If you miss an enemy under your curse with an attack and deal no damage to it, you gain a +1d6 bonus to the first damage you deal to that enemy before the end of the encounter. Each time you miss the target with an attack and deal no damage, increase this bonus damage by one die.
If your curse deals a different die of damage, this additional damage uses the same die.
Class, Damage Bonus, Mark Punishment, Miss Mitigation
Prerequisites: Fighter class, Combat Challenge feature
Benefit: When you miss with the attack granted by your enforce challenge class power, the target takes damage equal to 2 + your Strength modifier + your weapon's enhancement bonus. If your attack would have dealt damage of a specific type, this damage has that type.
Class, Power Enhancement
Prerequisites: Seeker class, inevitable shot class power
Benefit: When you use your inevitable shot class power, you can make two attacks instead of one, but both must be against a different target.
Racial, Second Wind, Temporary Hit Points
Prerequisites: Mul race
Benefit: When you use your second wind, you can choose not to spend a healing surge to regain hit points. If you do, you instead gain temporary hit points equal to your healing surge value.
Charge, Class, Mobility
Prerequisites: Avenger class, Censure of Pursuit feature, Oath of Enmity feature
Benefit: When you charge your oath target, you can ignore difficult terrain and move through spaces occupied by enemies during the movement as part of the charge. You still trigger reactive strikes normally.
Class, Defense, Mobility, Power Enhancement
Prerequisites: Battlemind class, speed of thought class power
Benefit: When you use your speed of thought class power, you can move through spaces occupied by enemies and your movement does not provoke reactive strikes.
Channel Divinity, Class, Forced Movement, Power Enhancement
Prerequisites: Invoker class, maledictor's doom Channel Divinity power
Benefit: Whenever a target subject to the penalty to attack rolls from your maledictor's doom Channel Divinity power takes damage from any attack, you can push that enemy 1 square as a free reaction.
Class, Power Enhancement, Support, Temporary Hit Points
Prerequisites: Ardent class, ardent surge class power, Mantle of Elation feature
Benefit: When you use your ardent surge class power, you (if you are adjacent to the target) and each ally adjacent to the target gains temporary hit points equal to 10 + your Constitution modifier.
Attack Bonus, Bloodied, Racial, Support
Prerequisites: Dragonborn race, Dragonborn Fury trait, any psionic class
Benefit: The first time in an encounter that you are bloodied, each ally within 5 squares of you gains a +1 bonus to attack rolls until the end of his or her next turn.
Attack Bonus, Class, Healing, Racial, Support
Prerequisites: Tiefling race, infernal wrath racial power, any divine class
Benefit: When you use your infernal wrath racial power, one ally adjacent to you regains hit points equal to your Charisma modifier and gains a +1 power bonus to his or her first attack roll against the target of the power before the end of his or her next turn. This is a Divine, Healing effect.
The number of hit points regained increases to 3 + your Charisma modifier at 11th level, and to 6 + your Charisma modifier at 21st level.
Class Combination, Damage Bonus, Fire, Support
Prerequisites: Warlord class, Infernal Captain's Pact feat, Pact Initiate (Infernal Pact) feat
Benefit: When you hit a creature under your captain's curse with an attack, you can choose for the chosen ally's attack to deal +2d6 extra fire damage instead of gaining combat advantage.
The fire damage increases to +3d6 at 21st level.
Class Combination, Combat Advantage, Power Repertoire, Support
Prerequisites: Warlord class, Infernal Pact (Infernal Pact) feat
Benefit: You gain the infernal captain's curse feat power.
Feat
Utility
Infernal Captain's Curse
EncounterMinor Action
Drawing on the powers of hell, you curse an enemy to become weak against follow up attacks from your allies
Arcane
Using this power does not trigger reactive strikes
Target:  Ranged sight  (nearest enemy you can see)
Effect:  You place your captain's curse on the target until the end of the encounter. The target radiates light like a torch but creates no heat.
When you hit a creature under your captain's curse with an attack, choose one ally you can see. The target grants combat advantage to the chosen ally for the next attack he or she makes against the target.
Attack Bonus, Class, Power Enhancement, Racial, Support
Prerequisites: Tiefling race, infernal wrath racial power, Bard class
Benefit: When you use your infernal wrath racial power, each of your allies who can see you gains a +1 power bonus to his or her first attack roll against the triggering enemy before the end of that enemy's next turn.
Class, Fear, Power Enhancement, Racial
Prerequisites: Tiefling race, infernal wrath power, Invoker class
Benefit: When you use your infernal wrath racial power, you can choose for all attack you make until the end of your next turn to gain the Fear keyword.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Tiefling race, infernal wrath racial power, any martial class
Benefit: When you use your infernal wrath racial power, if the next attack you make is a basic attack or a Martial Weapon power, the attack deals +1[W] extra damage.
The extra damage increases to +2[W] at 21st level.
Forced Movement, Power Enhancement, Racial
Prerequisites: Tiefling race, infernal wrath racial power
Benefit: When you use your infernal wrath racial power, you can push the target 1 square.
Class, Damage Bonus, Fire, Power Enhancement, Racial
Prerequisites: Tiefling race, infernal wrath racial power, Rogue class, Sneak Attack feature
Benefit: When you deal your Sneak Attack damage, you can choose to expend your infernal wrath racial power as a free interrupt.
If you do, you apply the effects of your infernal wrath racial power as part of the sneak attack, and all of the sneak attack damage is fire damage.
Class, Damage Resistance, Power Enhancement, Racial
Prerequisites: Tiefling race, Paladin class; lay on hands class power or touch of virtue class power
Benefit: When you use your lay on hands or touch of virtue class power, the target also gains resist fire equal to 5 + one-half your level until the end of the encounter.
Class, Power Enhancement, Racial, Triggered
Prerequisites: Charisma 19, Tiefling race, infernal wrath racial power, any martial class
Benefit: When an enemy scores a critical hit against you, you can use your infernal wrath racial power against that enemy as a free reaction without expending the power, and even if it is already expended.
Class, Combat Advantage, Power Enhancement, Racial, Support
Prerequisites: Halfling race, second chance racial power, Bard class
Benefit: When you use your second chance racial power and the enemy's second attack roll misses you, that enemy grants combat advantage to the first one of your your allies that attacks it before the start of the the enemy's next turn.
Class, Defense, Power Enhancement, Racial
Prerequisites: Changeling race, changeling trick racial power, Assassin class
Benefit: You can use a Stealth check in place of a Bluff check when you use your changeling trick racial power.
Also, if that check succeeds, the target cannot make reactive strikes against you until the end of your current turn.
Multiclass
Healing, Multiclass Cleric, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Wisdom 13
Benefit: You gain training in the Religion skill.
Also, you can use the Cleric's healing word as a daily power once per day.
In addition, you gain proficiency in cleric implements.
Multiclass
Multiclass Druid, Power Repertoire, Proficiency Gain, Shapechange, Skill Training
Prerequisites: Wisdom 13
Benefit: You gain training in the Nature skill.
Also, you gain the Druid's wild shape power. Choose a 1st-level Druid at-will attack power that has the Beast Form keyword. You also gain that power as an encounter power.
In addition, you gain proficiency in druid implements.
Skill Enhancement
Prerequisites: trained in Dungeoneering or trained in Nature
Benefit: You always know which way is north.
Also, when making a Dungeoneering check or a Nature check to find your way in a natural environment, you can roll twice and use either result.
Class, Damage Bonus, Racial
Prerequisites: Tiefling race, Barbarian class, Savage Rage feature
Benefit: While you are raging, you gain a +2 bonus to melee damage rolls, but if you end your turn without dealing damage to an enemy on that turn, you take 2 damage.
The bonus to damage and the damage you take increase to +3 and 3 at 11th level, and to +5 and 5 at 21st level, respectively.
Class, Power Enhancement, Racial
Prerequisites: Changeling race, changeling trick racial power, Assassin class, Assassin's Shroud feature
Benefit: When you use your changeling trick racial power and succeed on the check, you can place your shrouds on the target or increase your number of shrouds on it by one.
Attack Bonus, Class, Initiative, Support
Prerequisites: Warlord class
Benefit: Any ally who can see and hear you gains a +1 bonus to attack rolls against enemies that have not yet acted during the encounter.
Channel Divinity, Class, Power Enhancement, Temporary Hit Points
Prerequisites: Invoker class, Covenent of Preservation feature
Benefit: When you use your preserver's rebuke Channel Divinity power, one ally hit by the triggering attack gains temporary hit points equal to 2 + your Intelligence modifier.
These temporary hit points increase 5 + your Intelligence modifier at 11th level, and to 8 + your Intelligence modifier at 21st level.
Class, Power Enhancement, Racial, Support, Temporary Hit Points
Prerequisites: Elf race, Warlord class, draw inspiration class power
Benefit: If an ally is adjacent to an enemy or has made a ranged attack against an enemy in the same turn when he or she uses your draw inspiration class power, you can use a free interrupt to grant that ally temporary hit points equal to 2 + your Intelligence modifier.
These temporary hit points increase to 6 + your Intelligence modifier at 11th level, and to 10 + your Intelligence modifier at 21st level.
Class, Healing, Power Enhancement
Prerequisites: Strength 13, Warlord class, draw inspiration class power
Benefit: When you hit with a melee attack on your turn, until the start of your next turn, allies that use your draw inspiration class power regain additional hit points equal to 2 + your Strength modifier. This also applies when you use your inspire the fallen class power.
The additional hit points regained increase to 5 + your Strength modifier at 11th level, and to 8 + your Strength modifier at 21st level.
Class, Saving Throws, Support
Prerequisites: Warden class
Benefit: When you succeed on a saving throw to end an effect, each ally within 5 squares of you gains a +2 bonus to saving throws until the start of your next turn.
If if you succeed on a saving throw granted to you when it is not your turn, the bonus applies until the start of the acting creature's next turn instead.
Class, Defense, Power Enhancement, Racial
Prerequisites: Human race, Warlord class, draw inspiration class power
Benefit: A character that uses your draw inspiration class power also gains a +1 power bonus to all defenses until the start of his or her next turn.
Attack Bonus, Class, Defense, Skill Enhancement, Teamwork
Prerequisites: Warlord class
Benefit: Whenever you or an ally who has line of sight to you uses the aid another action, the bonus granted is +4 instead of +2. A single check can only benefit from this feat once.
If you have the Inspiring Presence class feature or the Resourceful Presence class feature, this also applies to the aid defense action.
If you have the Skirmishing Presence class feature or the Tactical Presence class feature, this also applies to the aid attack action.
Multiclass
Healing, Multiclass Warlord, Skill Training, Support, Triggered
Prerequisites: Strength 13, Charisma 13
Benefit: You gain training in one skill from the warlord's class skill list.
Also, once per encounter, when an ally within 5 squares of you spends an action point, that ally regains hit points equal to 1 + one-half your level.
Class, Mobility, Power Enhancement, Support
Prerequisites: Avenger class, Oath of Enmity feature
Benefit: When you use your swear enmity class power, one ally that can see you can shift 2 squares towards your oath target as a free reaction.
Class, Defense, Power Enhancement, Racial, Support
Prerequisites: Dragonborn race, Barbarian class, roar of triumph class power
Benefit: When you use your roar of triumph class power, allies in the burst gain a +1 power bonus to all defenses until the end of your next turn.
Class, Mobility, Power Enhancement
Prerequisites: Ardent class, Ardent Mantle feature, ardent eruption class power
Benefit: When you use your ardent eruption class power, the target can also shift 1 square as a free reaction.
Power Enhancement, Racial, Triggered
Prerequisites: Drow race, cloud of darkness racial power
Benefit: You can use your cloud of darkness racial power as an immediate reaction triggered by being the target of a melee or close attack.
Starting at 11th level, you can use the power as an immediate interrupt instead.
Class, Healing, Power Enhancement, Triggered
Prerequisites: Ardent class, Mantle of Impusiveness feature, ardent surge class power
Benefit: When an ally within the radius of your Ardent Mantle becomes bloodied, you can use your ardent surge class power on that ally as an immediate reaction.
Attack Bonus, Basic Attack, Class, Damage Bonus, Reactive Strikes, Unarmed Combat
Prerequisites: Monk class, Flurry of Blows feature, Unarmed Combatant feature
Benefit: You can use your Dexterity modifier instead of your Strength modifier for attack rolls and damage rolls when making a melee basic attack with your monk unarmed strike.
Also, your Flurry of Blows power can be triggered when you hit with a reactive strike made with your monk unarmed strike.
Fear, Racial, Skill Enhancement
Prerequisites: Dragonborn race, dragonfear power, trained in Intimidate
Benefit: You gain a +3 feat bonus to Intimidate checks. This counts as the Skill Focus feat.
The bonus increases to +4 at 11th level, and to +5 at 21st level.
Attack Bonus, Class, Initiative, Mobility
Prerequisites: Rogue class, First Strike feature
Benefit: During the surprise round (if any) and the first round of an encounter, you gain a +1 bonus to your speed and to your melee attack rolls.
Class, Condition Infliction, Power Enhancement
Prerequisites: Shaman class, World Speaker Spirit feature
Benefit: A creatures hit by your world speaker's command class power is also deafened and slowed until the start of its next turn.
Bloodied, Class, Healing
Prerequisites: Half-orc race, Half-Orc Resilience trait, Leader role
Benefit: When you are first bloodied in an encounter, until the end of your next turn, whenever you use a Healing power, the targets of that power regain additional hit points. The additional hit points regained are equal the temporary hit points you gained from the Half-Orc Resilience racial trait if the target spends a healing surge to regain hit points, or half this amount if not.
Class, Critical, Healing, Support
Prerequisites: any divine class
Benefit: The first in an encounter that you score a critical hit with a divine attack power, an ally adjacent to either you or the target regains hit points equal to 5 + your Wisdom modifier.
This hit points regained increase to 10 + your Wisdom modifier at 21st level.
Class, Mark Punishment, Psionics, Temporary Hit Points
Prerequisites: Battlemind class, Psionic Augmentation feature, battlemind's demand class power
Benefit: When you augment your battlemind's demand class power, you gain temporary hit points equal to 6 + your Constitution modifier.
Class, Power Enhancement, Temporary Hit Points
Prerequisites: any martial class, trained in Endurance
Benefit: Choose a martial encounter attack power that you know and that either has an attack roll, triggers on a hit, or requires you to have hit an enemy during your current turn. The chosen power gains the Invigorating keyword.
When you hit with the chosen power, trigger it, or use it, respectively, you gain temporary hit points equal to 10 + your Constitution modifier. If the power has more than one attack rolls, you only gain the temporary hit points once.
Charge, Class, Damage Bonus, Defense
Prerequisites: Avenger class, Censure of Pursuit feature, Oath of Enmity feature
Benefit: When you hit your oath target with a charge attack, you gain a +2 bonus to AC and a +2 bonus to damage rolls until the end of your next turn.
The bonus to damage rolls increases to +3 at 11th level, and to +4 at 21st level.
Power Enhancement, Racial, Temporary Hit Points
Prerequisites: Mul race, incredible toughness racial power
Benefit: You can choose to expend your incredible toughness racial power as a free action on your turn.
If you do, instead of the power's normal effects, you gain temporary hit points equal to 5 + your Constitution modifier.
These temporary hit points increase to 7 + your Constitution modifier at 11th level, and to 10 + your Constitution modifier at 21st level.
Class, Racial, Saving Throws, Support
Prerequisites: Human race, Invoker class
Benefit: When you use a divine encounter attack or divine daily attack power on your turn, one ally within 10 squares of you gains a +2 power bonus to the first saving throw her or she makes before the end of your next turn.
Class, Defense, Racial, Support
Prerequisites: Half-elf race, Invoker class
Benefit: When you use a divine encounter attack or divine daily attack power on your turn, one ally within 10 squares of you gains a +1 power bonus to all defenses until the end of your next turn.
Class, Power Enhancement
Prerequisites: Invoker class
Benefit: You can increase the size of any blast or burst you create with an invoker power by 1 (from blast 4 to blast 4, or burst 2 to burst 3, for example).
Class, Defense
Prerequisites: Invoker class
Benefit: When you hit an enemy within 3 squares of you with an invoker power, you gain a +2 feat bonus to AC until the start of your next turn.
Class, Critical
Prerequisites: Constitution 15, Intelligence 15, Wisdom 23, Invoker class
Benefit: When you wield an invoker implement while using a divine power, you can score a critical hit on a natural roll of 19 or 20.
Channel Divinity, Class, Radiant, Triggered
Prerequisites: Invoker class
Benefit: When you use a Channel Divinity power, you activate an Aura 2 (Divine, Radiant) until the end of your next turn.
Any enemy in the aura that hits you or end its turn in the aura takes radiant damage equal to 5 + your Wisdom modifier. No enemy can take this damage more than once per turn.
Bloodied, Class, Damage Bonus, Fire, Radiant
Prerequisites: Invoker class
Benefit: You gain a +3 feat bonus to damage rolls with divine attack powers that have the Fire or Radiant keyword. While you are bloodied, this bonus increases to +5.
These bonuses increase to +4 and +7 at 21st level.
Attack Bonus, Class, Triggered
Prerequisites: Invoker class
Benefit: When an enemy fails a saving throw against an effect caused by one of your divine attack powers, you gain a +2 bonus to the first attack roll you make against that enemy before the end of your next turn.
Bloodied, Class, Damage Bonus, Mark Punishment, Racial
Prerequisites: Dragonborn race, Dragonborn Fury trait, Paladin class, divine challenge class power
Benefit: When you are bloodied and a creature takes damage from your divine challenge class power, the damage increases by your Constitution modifier.
Damage Bonus, Power Enhancement, Racial, Psychic
Prerequisites: Dragonborn race, any psionic class; dragon breath racial power or dragonfear racial power
Benefit: Any target hit by your dragon breath racial power or your dragonfear racial power gains vulnerable 5 psychic until the end of your current turn.
This vulnerable increases to 7 at 11th level, and to 10 at 21st level.
Damage Resistance, Power Enhancement, Racial
Prerequisites: Wisdom 17, Githzerai race, iron mind racial power
Benefit: While you have the bonus from your iron mind racial power, you also gain resist all equal to your Wisdom modifier.
Class, Defense, Power Enhancement, Racial
Prerequisites: Githzerai race, iron mind racial power, Artificer class, resistive formula class power
Benefit: If you have not expended your iron mind racial power when you use your resistive formula class power, the target of that power gains a +1 bonus to all defenses instead of the +1 power bonus to AC.
Damage Bonus, Power Enhancement, Racial
Prerequisites: Wisdom 15, Githzerai race, iron mind racial power
Benefit: While you have the bonus from your iron mind racial power, you also gain a bonus to melee damage rolls equal to your Wisdom modifier.
Bloodline
Damage Resistance, Forgeborn Heritage, Racial
Prerequisites: Dwarf race, Forgeborn Heritage feat
Benefit: You increase the resists you gain from Forgeborn Heritage to 5.
This resistance increases to 10 at 11th level, and to 15 at 21st level.
Class, Defense
Prerequisites: Monk class, Iron Soul feature
Benefit: When you are wielding a weapon (other than your monk unarmed strike), and wearing cloth armor or no armor, and not using a shield, you gain a +1 bonus to AC.
Bloodied, Class, Psionics, Racial, Saving Throws
Prerequisites: Githzerai race, any psionic class, Psionic Augmentation feature
Benefit: While you have at least 1 power point, you gain a +1 feat bonus to saving throws.
This increases to +2 while you are bloodied.
Class, Mobility, Power Enhancement, Racial
Prerequisites: Githzerai race, iron mind racial power, Controller role
Benefit: When you use your iron mind racial power, you can shift 2 squares after the triggering attack has been resolved.
Until the end of your next turn, you can also shift 1 square as a free reaction each time an enemy hits you with an attack.
Class, Combat Advantage, Power Enhancement, Racial
Prerequisites: Githzerai race, iron mind racial power, Rogue class
Benefit: When you use your iron mind racial power, you gain combat advantage against the triggering attacker until the end of your next turn.
Class, Combat Advantage, Marking, Power Enhancement, Racial
Prerequisites: Githzerai race, iron mind racial power, Battlemind class
Benefit: When you use your iron mind racial power and the triggering attack misses, or when any attack misses you because of the bonus granted by the power, you mark the attacker and gain combat advantage against it. Both last until the end of your next turn.
Defense
Benefit: You gain a +2 feat bonus to Will.
Class, Combat Advantage, Damage Bonus, Power Enhancement, Racial
Prerequisites: Githzerai race, iron mind racial power, Avenger class, Oath of Enmity feature
Benefit: When you use your iron mind racial power, you gain combat advantage and a bonus to damage rolls against your oath target until the end of your next turn. The bonus equals your [Dexterity or Intelligence] modifier if the triggering attacker was your oath target, or one-half this amount if the attacker was another creature.
Class, Mobility, Support, Triggered
Prerequisites: Shaman class, Protector Spirit feature
Benefit: When an enemy hits an ally adjacent to your Spirit Companion, that ally can shift 1 square as a free reaction.
Charge, Class, Combat Advantage, Critical, Marking, Weapon Specialization
Prerequisites: Warlord class, Ironstar Student feat
Benefit: When you make a Weapon attack using a Flail or Mace you have proficiency with, you gain the following benefits:
► When you score a critical hit, the target grants combat advantage until the end of your next turn.
► When you charge, you mark the target of that attack until the end of your next turn.
► If a creature marked by you makes an attack that does not include you as a target, you have combat advantage against it until the end of your next turn.
Class, Combat Advantage, Critical, Forced Movement, Mark Punishment, Weapon Specialization
Prerequisites: Fighter class, Ironstar Student feat
Benefit: When you make a Weapon attack using a Flail or Mace you have proficiency with, you gain the following benefits:
► When you score a critical hit, you push the target 1 square.
► When you hit, you gain combat advantage against the target for the attack granted by your enforce challenge class power until the end of your next turn.
Charge, Class, Combat Advantage, Critical, Forced Movement, Power Enhancement, Weapon Specialization
Prerequisites: Ranger class, Ironstar Student feat
Benefit: When you make a Weapon attack with a Flail or Mace you have proficiency with , you gain the following benefits:
► When you score a critical hit, you push the target 1 square.
► When you hit with a charge attack, you gain combat advantage against the target until the end of your next turn.
Attack Penalty, Class, Skill Enhancement, Weapon Specialization
Prerequisites: Fighter class, Ranger class or Warlord class; proficiency with any Flail or Mace
Benefit: You gain a +2 feat bonus to Athletics checks.
Also, when you make a martial at-will attack using a Flail or Mace you have proficiency with, the target takes a -2 penalty to the first attack roll it makes before the end of your next turn.
If you hit the same target more than once, the number of attack rolls affected increases each time.
Class, Damage Bonus, Miss Mitigation
Prerequisites: Charisma 15, Rogue class, proficiency with rapier
Benefit: When you miss with a Rogue encounter attack while wielding a rapier, you deal damage equal to 2 + your Charisma modifier + your rapier's enhancement bonus.
Fire
Benefit: You treat your target's resist fire as being 10 lower than it is when determining how much damage it takes from your attacks.
Skill Enhancement
Prerequisites: Intelligence 13
Benefit: You gain a +2 feat bonus to untrained skill checks.
Damage Bonus, Force, Racial
Prerequisites: Shardmind race
Benefit: You gain a +2 feat bonus to damage rolls with Force powers.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Charge, Forced Movement, Mounted Combat
Benefit: If you hit a target with a charge attack while you are mounted, you can push the target 1 square and then shift 1 square into the space the target vacated.
Starting at 21st level, you can push the target 2 squares and then shift 1 square into the space the target vacates for each square of forced movement.
Class, Power Enhancement, Racial, Teleportation
Prerequisites: Drow race, cloud of darkness racial power; Rogue class or any shadow class
Benefit: On the same turn that you use your cloud of darkness racial power, you can use a free action to teleport to any unoccupied space within the cloud.
If you have the Darkness Reign feat, you can use the free action to teleport each time you sustain the power as well.
If you have the Instinctive Darkness feat, you can instead use a free reaction to teleport after the attack triggering that feat has been resolved.
Attack Bonus, Class, Triggered
Prerequisites: Paladin class
Benefit: Whenever an enemy reduces an ally you can see to 0 hit points or fewer, you gain a +2 bonus to attack rolls against that enemy. This bonus lasts until the end of the encounter, or until that ally has 1 or more hit points, whichever comes first.
Class, Healing Surge, Support
Prerequisites: Paladin class, Lay on Hands feature
Benefit: Your number of healing surges increases by 1.
If an ally adjacent to you has 0 healing surges, you can allow that ally to spend your heal surges as if they were his or her own.
Class, Condition Infliction, Critical
Prerequisites: any divine class
Benefit: When you score a critical hit with a divine at-will attack, the target is dazed until the start of your next turn.
Damage Resistance, Racial
Prerequisites: Dragonborn race, Caustic Heritage trait
Benefit: You gain resist 5 acid, and resist 5 poison.
Both of these increase to resit 10 at 11th level, and to resist 15 at 21st level.
Bloodline
Attack Bonus, Forgeborn Heritage, Power Enhancement, Racial
Prerequisites: Dwarf race, Forgeborn Heritage feat
Benefit: When you use your elemental legacy bloodline power, you also gain a +2 bonus to the first attack roll you make before the end of your next turn.
Class, Mark Punishment, Mobility Hindrance
Prerequisites: Defender role
Benefit: When you mark an enemy adjacent to you, that enemy is also slowed while it remains marked.
Class, Condition Negation
Prerequisites: Monk class
Benefit: When you are knocked prone, you can use an immediate reaction to stand up.
Class, Lightning, Mark Punishment, Racial, Thunder
Prerequisites: Genasi race, Elemental Manifestation trait, Fighter class, enforce challenge class power
Benefit: If your current Elemental Manifestation is Stormsould when you use your enforce challenge class power, you can choose for the attack granted by that power to deal lightning damage or thunder damage and to gain the corresponding keyword. If the attack normally deals a type of damage, it loses that type and the corresponding keyword(s).
Class, Power Enhancement, Racial
Prerequisites: Drow race, darkfire racial power, Assassin class, Assassin's Shroud feature
Benefit: When you hit a target that has at least one of your shrouds on it using your darkfire racial power, you increase your number of shrouds on the target by one.
Racial, Skill Enhancement
Prerequisites: Kenku race, trained in Bluff
Benefit: When you speak or use your Mimicry racial trait, you can make the sound seem to originate from a square within 5 squares of you.
You must succeed on a Bluff check against a listener's passive Insight to fool it into believing the sound came from that location. If the square is occupied by a creature, that creature knows it didn't make the sound, and you take a -2 penalty to the Bluff check against other listeners.
Bloodied Enemy, Damage Bonus, Implement Specialization
Prerequisites: Dexterity 13
Benefit: You gain a +1 bonus to damage rolls against bloodied enemies with attacks you make using a ki focus.
The bonus to damage increases to +2 at 11th level, and to +3 at 21st level.
Attack Bonus, Class, Defense
Prerequisites: Assassin class
Benefit: Enemies do not grant cover to your targets.
Also, you gain cover from your enemies.
Class, Power Enhancement
Prerequisites: Assassin class, assassin's shroud class power
Benefit: Once per encounter when you use your assassin's shroud class power, you place two of your shrouds on the target instead of one.
Class, Damage Bonus
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: The extra damage dice from your Warlock's Curse class feature increase from d6s to d8s.
Class, Forced Movement, Power Enhancement
Prerequisites: Battlemind class, wild focus class power
Benefit: When you use your wild focus class power, you pull the target 2 additional squares.
This increases to 3 additional squares at 21st level.
Class, Damage Bonus, Kill Effect, Psychic
Prerequisites: Warlock class, Sorcerer-King Pact feature
Benefit: Whenever a nonminion creature cursed by you drops to 0 hit points or fewer, you can use the following action instead of your fell might recovery class power:
Free Reaction: Choose one creature within 5 squares of the triggering creature. That creature takes psychic damage equal to your Charisma modifier. This action has the Arcane and Psychic keywords.
The damage increases to 5 + your Charisma modifier at 21st level.
Skill Enhancement
Prerequisites: trained in Nature
Benefit: You gain one Wilderness Knack of your choice.
This is in addition to any Wilderness Knack you might have.
Damage Bonus, Power Enhancement, Racial
Prerequisites: Drow race, cloud of darkness racial power
Benefit: You gain a +2 bonus to damage rolls against targets within your cloud of darkness racial power.
This bonus to damage increases to +4 at 11th level, and to +6 at 21st level.
Class, Skill Enhancement
Prerequisites: Paladin class
Benefit: You gain a +2 feat bonus to Diplomacy checks and to Intimidate checks.
Condition Infliction, Racial, Triggered
Prerequisites: Dwarf race, Stand Your Ground trait
Benefit: When you succeed on a saving throw to avoid being knocked prone, you can use a free reaction to knock prone one enemy of size Medium or smaller that is adjacent to you.
Starting at 11th level, you can knock prone a creature of size Large or smaller.
Class, Forced Movement, Reactive Strikes, Weapon Specialization
Prerequisites: Constitution 19, Fighter class
Benefit: When you make a reactive strike with an Axe, a Hammer, a Mace, or a Pick, you can push the target 1 square, whether or not the attack hits.
Bloodied, Defense, Mobility, Racial
Prerequisites: Halfling race, Nimble Reaction trait
Benefit: While you are bloodied, you do not provoke reactive strikes for leaving the first square you leave each turn.
Animal Companion, Background, Class, Skill Enhancement
Prerequisites: Ranger class, Beast Mastery feature, Scion of Onat feat
Benefit: Whenever you are adjacent to your beast companion and make an Insight check, you can roll twice and keep the higher result.
Damage Bonus, Racial
Prerequisites: Kobold race
Benefit: You gain a +1 bonus to damage rolls against creatures that are flanking you.
This damage bonus increases to +2 at 11th level, and to +3 at 21st level.
Special: If you take this feat as a paragon feat, you gain the bonus to damage rolls against any creature that has combat advantage against you.
Class, Damage Resistance, Power Enhancement, Racial, Support
Prerequisites: Goliath race, stone's endurance racial power, any divine class
Benefit: While your stone's endurance racial power is active, allies adjacent to you have the same resistance that the power grants you.
Bloodline
Krinth Heritage, Power Repertoire, Racial, Skill Enhancement, Triggered
Prerequisites: Shadar-kai race, shadow jaunt racial power
Benefit: You gain a +2 feat bonus to Intimidate checks.
Also, when an enemy scores a critical hit against you, after that attack has been resolved, you become insubstantial until the end of your next turn.
In addition, you replace your shadow jaunt racial power with the demonic aggression racial power.
Shadar-Kai
Utility
Demonic Aggression
EncounterImmediate Reaction
Once your ire is raised, your demonic heritage rages out of control
Shadow, Teleportation
Trigger:  An enemy within 3 squares of you damages you with an attack
Personal
Effect:  You teleport to an unoccupied space adjacent to the triggering enemy. You gain combat advantage against that enemy until the end of your next turn.
Charge, Class, Defense, Support, Weapon Specialization
Prerequisites: Warlord class, Kulkor Battlearm Student feat
Benefit: When you are attacking with an Axe, Hammer, or Mace that has the Versatile property and that you have proficiency with, you gain the following benefits:
► When you use a warlord encounter attack power that triggers on a hit or requires you to have hit during your current turn, you activate an Aura 1 (Martial) until the end of your next turn. Allies in the aura gain a +1 bonus to AC. This does not stack with other Kulkor Battlearm feats.
► When you hit with a charge attack, you can use a warlord encounter attack power that requires you to have made an attack or have hit during your current turn. You still cannot take any other actions after a charge.
Charge, Class, Defense, Support, Weapon Specialization
Prerequisites: Ranger class, Kulkor Battlearm Student feat
Benefit: When you are attacking with an Axe, Hammer, or Mace that has the Versatile property and that you have proficiency with, you gain the following benefits:
► When you hit a creature with a ranger encounter attack, you activate an Aura 1 (Martial) until the end of your next turn. Allies in the aura gain a +1 bonus to AC. This does not stack with other Kulkor Battlearm feats.
► When charging, you can use any ranger melee encounter attack power that imposes a penalty to AC in place of a melee basic attack.
Class, Defense, Fear, Reactive Strikes, Support, Weapon Specialization
Prerequisites: Rogue class, Kulkor Battlearm Student feat, trained in Intimidate
Benefit: When you are attacking with an Axe, Hammer, or Mace that has the Versatile property and that you have proficiency with, you gain the following benefits:
► When you hit a creature with a rogue encounter attack, you activate an Aura 1 (Martial) until the end of your next turn. Allies in the aura gain a +1 bonus to AC. This does not stack with other Kulkor Battlearm feats.
► When making a reactive strike, you can use a rogue melee encounter attack power that requires you to be trained in Intimidate in place of a melee basic attack. The attack deals -1[W] damage (minimum 1[W]). This increases to minimum 2[W] or the power's normal damage, whichever is less, at 21st level.
Class, Combat Advantage, Damage Bonus, Skill Enhancement, Weapon Specialization
Prerequisites: Fighter class, Ranger class, Rogue class or Warlord class; proficiency with any Axe, Hammer, or Mace that has the Versatile property
Benefit: You gain a +2 feat bonus to Athletics checks.
Also, when you make a martial at-will attack using an Axe, Hammer, or Mace that you have proficiency with and that has the Versatile property, you gain a +1 bonus to damage rolls against targets granting combat advantage to you.
This damage bonus increases to +2 at 11th level, and to +3 at 21st level.
Charge, Class, Defense, Support, Weapon Specialization
Prerequisites: Fighter class, Kulkor Battlearm Student feat
Benefit: When you are attacking with an Axe, Hammer, or Mace that has the Versatile property and that you have proficiency with, you gain the following benefits:
► When you hit with a fighter encounter attack, you activate an Aura 1 (Martial) until the end of your next turn. Allies in the aura gain a +1 bonus to AC. This does not stack with other Kulkor Battlearm feats.
► When you charge, you can use a fighter melee encounter attack power that knocks the target prone in place of a melee basic attack.
Basic Attack, Class, Forced Movement, Weapon Specialization
Prerequisites: any martial class
Benefit: Whenever you hit with a melee basic attack on your turn using a Flail you have proficiency with, you can slide the target 1 square.
Class, Combat Advantage, Critical
Prerequisites: Rogue class
Benefit: Whenever you score a critical hit with a rogue attack power, the target of the attack grants combat advantage to you until the end of your next turn.
Bloodline
Damage Bonus, Power Enhancement, Racial, Ruin Heritage
Prerequisites: Tiefling race, Gaze of Ruin feat
Benefit: When you use your gaze of ruin racial power, the target's vulnerable all lasts until the end of the encounter or until you no longer see the target, whichever comes first.
Cold, Damage Bonus
Benefit: Once per turn, the first target you hit with a Cold power gains vulnerable 5 cold after the attack has been resolved. The vulnerable lasts until the end of your next turn.
Starting at 21st level, once per turn, each target you hit with a Cold power gains the vulnerable.
Attack Bonus, Class, Racial, Support, Weapon Specialization
Prerequisites: Elf race, Elven Weapon Proficiency trait, Warlord class
Benefit: When you hit an enemy with an attack using a Bow that you have proficiency with, each ally within 10 squares of you who can see and hear you gains a +1 bonus to ranged attack rolls against the target until the start of of your next turn.
Attack Bonus, Class, Mobility, Weapon Specialization
Prerequisites: Warlord class, Leaf Runner Student feat
Benefit: If you are attacking with a hand crossbow, a repeating crossbow, a shortbow, a shuriken, or a sling and you have proficiency with that weapon, you gain the following two benefits:
► If you moved before the attack, your attack ignores cover and concealment, but not superior cover or total concealment.
► When you make ranged attacks, you can trigger and use warlord encounter attacks that normally trigger on or require you to have made a melee attack.
Attack Bonus, Class, Stealth, Weapon Specialization
Prerequisites: Rogue class, Leaf Runner Student feat
Benefit: If you are attacking with a hand crossbow, a repeating crossbow, a shortbow, a shuriken, or a sling and you have proficiency with that weapon, you gain the following two benefits:
► Your rogue attacks and ranged basic attacks ignore cover and concealment.
► Your rogue attacks and ranged basic attacks only take a -2 penalty to attack rolls if the target has superior cover or total concealment. You take no penalty if you are hidden from the target of your attack or it is otherwise unaware of your presence.
Attack Bonus, Class, Mobility, Weapon Specialization
Prerequisites: Ranger class, Leaf Runner Student feat
Benefit: If you are attacking with a hand crossbow, a repeating crossbow, a shortbow, a shuriken, or a sling and you have proficiency with that weapon, you gain the following two benefits:
► Your ranger attacks and your ranged basic attacks ignore cover and concealment.
► Your ranger attacks and your ranged basic attacks only take a -2 penalty to attack rolls if the target has superior cover or total concealment, or no penalty if the attack allows you to move or shift.
Class, Mobility, Skill Enhancement, Stealth, Weapon Specialization
Prerequisites: Ranger class, Rogue class or Warlord class; proficiency with hand crossbow, repeating crossbow, shortbow, shuriken, or sling
Benefit: You gain a +2 feat bonus to Stealth checks.
Also, when you hit with a martial at-will attack using a hand crossbow, a repeating crossbow, a shortbow, a shuriken or a sling and you have proficiency with that weapon, you gain a +1 bonus to speed until the end of your current turn.
Class, Kill Effect, Power Enhancement, Teleportation
Prerequisites: Assassin class, shadow step class power
Benefit: Whenever you reduce an enemy to 0 hit points or fewer, you can use your shadow step class power as a free reaction. The creature you reduced to 0 hit points or fewer counts as a creature for this use.
Attack Bonus, Class, Miss Mitigation, Teamwork
Prerequisites: Warlord class
Benefit: Whenever you grant an ally an attack and that attack misses, that ally gains a +2 bonus to his or her first attack roll against the missed creature before the end of his or her next turn.
Multiclass
Equipment, Multiclass Wizard, Proficiency Gain, Rituals, Skill Training
Prerequisites: Intelligence 13, Wisdom 13
Benefit: You gain training in either the skill.
Also, you gain the Wizard class feature Vast Knowledge.
In addition, you gain proficiency with Wizard implements.
Defense, Racial, Saving Throws
Prerequisites: Mul race
Benefit: You gain a +2 racial bonus to savings throws against Poison effects.
Also, when an effect pushes, pulls, or slides you, you can reduce the maximum distance by 1 square. This means that an effect that normally pushes, pulls, or slides a target 1 square does not force you to move unless you want to.
Damage Resistance, Power Enhancement, Racial
Prerequisites: Constitution 15, Goliath race, stone's endurance racial power
Benefit: You add your Constitution modifier to the resistance provided by your stone's endurance racial power.
Attack Bonus, Class, Defense, Summoning
Prerequisites: any shadow class or Wizard class with either Necromancy Specialization feature or Nethermancy Specialization feature
Benefit: Any creature that you summon with a Shadow, Necromancy, or Nethermancy power gains a +1 feat bonus to attack rolls and a +1 feat bonus to all defenses.
Class, Healing, Support
Prerequisites: Paladin class, Lay on Hands feature
Benefit: Whenever you use a power that allows an ally to spend a healing surge or to regain hit points equal to his or her healing surge value, that ally can use your healing surge value to determine the amount healed.
Attack Bonus, Class, Teamwork
Prerequisites: Warlord class
Benefit: Whenever you grant an ally an attack against an enemy that is adjacent to you, the ally gains a +1 bonus to the attack roll.
Class, Damage Bonus, Teamwork
Prerequisites: Warlord class, Tactical Presence feature
Benefit: Whenever you grant an ally an attack against an enemy that is adjacent to you, the ally gains a +2 bonus to damage against that enemy for the granted attack.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Class, Damage Bonus
Prerequisites: Ranger class, Hunter's Quarry feature
Benefit: The extra damage dice from your Hunter's Quarry class feature increase from d6s to d8s.
Class, Damage Bonus
Prerequisites: Assassin class, Assassin's Shroud feature
Benefit: The extra damage dice from your Assassin's Shroud class feature increase from d6s to d8.
The dice increase from d8s to d10s at 11th level, and from d10s to d12s at 21st level.
Power Enhancement, Racial, Saving Throws
Prerequisites: Shardmind race, shard swarm racial power
Benefit: When you use your shard swarm racial power, you can also make a saving throw against one effect on you, even if that effect normally doesn't end of a save.
Saving Throws, Teleportation
Benefit: If you teleport during your own turn, you gain a +2 bonus to saving throws you make at the end of that turn.
Class, Damage Bonus, Power Enhancement
Prerequisites: Revenant race, dark reaping racial power, Rogue class, Sneak Attack feature
Benefit: When you deal the necrotic damage from your dark reaping racial power with an attack that also deals your Sneak Attack damage, you can reroll each extra damage die from Sneak Attack that shows a 1 until it shows a different number.
Starting at 11th level, you can reroll each die that shows a 1 or 2 until it shows a different number.
Perception
Benefit: You gain darkvision with a range of 3 squares.
The range increases to 4 squares at 11th level, and to 5 squares at 21st level.
Action Point, Attack Bonus, Bloodied, Racial
Prerequisites: Shadar-kai race
Benefit: You gain a +2 bonus to attack rolls you make during any extra action you gain by spending an action point while you are bloodied.
Class, Healing, Saving Throws, Second Wind, Support
Prerequisites: Warden class, Lifespirit Guardian feature
Benefit: When you use your second wind, a second ally within 5 squares of you can spend a healing surge to regain hit points equal to his or her healing value and to make a saving throw.
If you have the Lifespirit Recovery feat, the second ally can make the saving throw against an effect that normally doesn't end on a save.
Class, Saving Throws, Second Wind, Support
Prerequisites: Warden class, Lifespirit Guardian feature
Benefit: When you use your second wind, a second ally within 5 squares of you can make a saving throw.
Combat Advantage, Damage Bonus, Weapon Specialization
Benefit: You gain a +1 bonus to Weapon damage rolls you make with a Light Blade against a creature granting combat advantage to you.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Critical, Weapon Specialization
Prerequisites: Strength 17, Dexterity 21
Benefit: When you make a Weapon attack with a Light Blade, you can score a critical hit on a natural roll of 19 or 20.
Damage Bonus, Size-based, Weapon Specialization
Prerequisites: Dexterity 15
Benefit: You gain a +2 bonus to Weapon damage rolls with Light Blades against Large or larger targets.
This bonus increases to +3 at 21st level.
Attack Bonus, Basic Attack, Power Enhancement, Weapon Specialization
Prerequisites: power strike attack power
Benefit: When you make a melee basic attack with a Light Blade you have proficiency with, you can choose to expend your power strike attack power as a nonaction interrupt before making the attack roll.
If you do, instead of the power's normal effects, you make the triggering attack against the target's Reflex instead, and gain a +2 bonus to damage for each additional +[W] of damage the power would normally deal.
Exploration, Mobility, Racial, Skill Enhancement, Support
Prerequisites: Elf race, Wild Step trait
Benefit: You gain a +1 feat bonus to Acrobatics checks and to Stealth checks.
Also, allies traveling with you gain a +1 bonus to their exploration speed.
In addition, the DC to find or follow your tracks increases by +5. You can share this benefit with up to five allies traveling with you.
Class, Illumination, Power Repertoire, Radiant
Prerequisites: any divine class
Benefit: As a minor action, you can shed bright light out to 4 squares, and dim light out to 4 squares further. The light ends 24 hours after you die, or if you end it as a free action on your turn.
Also, you gain the punitive radiance attack power. This power counts as a power of your divine class.
Class
Attack
Punitive Radiance
EncounterNonaction Interrupt
The punishment you levy on the unrighteous is visible from miles away
Divine, Radiant
Trigger:  You hit an enemy with a divine attack
Target:  Special  (the triggering enemy)
Effect:  The target takes an extra +1d6 radiant damage from the triggering attack, and is surrounded by radiance until the end of your next turn.
Level 21:  An extra +2d6 radiant damage.
While surrounded by radiance, the target grants combat advantage and cannot benefit from invisibility, concealment, or total concealment.
Class, Mobility, Racial
Prerequisites: Elf race, Wild Step trait, Fighter class
Benefit: When you use a fighter attack power that allows you to move, you ignore the first square of difficult terrain during that movement.
You ignore the first 2 squares of difficult terrain starting at 11th level, and all difficult terrain starting at 21st level.
Critical, Lightning
Benefit: When you score a critical hit with a power that has the Lightning keyword, you can choose to treat the attack as a normal hit instead.
If you do, choose another target within 10 squares of the original target. The new target cannot already be a target of the triggering power, or otherwise affected by it. You deal damage to the new target equal to the damage you deal the original target. The new target only takes the damage, it is not otherwise affected by the power.
Defense
Benefit: You gain a +2 feat bonus to Reflex.
Damage Bonus, Elemental Nature, Lightning, Triggered
Prerequisites: elemental origin or Born of the Elements feat
Benefit: You gain a +3 feat bonus to Lightning damage rolls.
This bonus increases to +4 at 21st level.
Also, whenever you take lightning damage, one enemy within 5 squares of you takes 10 lightning damage.
This damage increases to 15 lightning damage at 21st level.
Class, Lightning, Teleportation
Prerequisites: Constitution 15, Wizard class
Benefit: When you reduce at least one creature to 0 hit points or fewer with a wizard Lightning power, you can teleport as a free reaction. The number of squares you can teleport equals your Constitution modifier.
Class, Kill Effect, Marking
Prerequisites: Warden class, Nature's Wrath feature
Benefit: When an enemy marked by you drops to 0 hit points or fewer, you can mark enemies using your Nature's Wrath class feature as a free reaction, even if you have already used it during the current turn or even if it is not your turn.
Attack Bonus, Class, Mark Punishment
Prerequisites: Paladin class, Divine Sanction feature
Benefit: Your attacks against targets under your Divine Sanction ignore penalties from concealment and total concealment.
Attack Bonus, Class, Power Enhancement, Racial, Skill Enhancement
Prerequisites: Deva race, memory of a thousand lifetimes racial power, any martial class
Benefit: When you use your memory of a thousand lifetimes racial power to enhance an Endurance check, or to enhance an attack roll of a martial power, you add +1 to the result.
Class, Forced Movement, Power Enhancement
Prerequisites: Battlemind class, speed of thought class power
Benefit: When you use your speed of thought class power, you can enter an enemy's space. Doing so ends the movement, and you must then slide the enemy 1 square so that you are no longer in its space.
Concealment, Power Enhancement, Racial
Prerequisites: Genasi race, Embersoul Manifestation trait
Benefit: When you return to play after using your ashfall evasion racial power, you gain partial concealment until the end of your next turn.
Spellscar
Power Enhancement, Racial, Spellscar, Stealth
Prerequisites: Gnome race, fade away racial power
Benefit: You can sustain your fade away racial power as a standard action. When you sustain it, the effect persists until the end of your next turn or until you attack, whichever comes first. You also take 5 damage, or 2 damage if you have the Student of the Plague feat.
This damage increases to 10 or 4, respectively, at 11th level, and to 15 or 6 at 21st level.
Class, Defense, Power Enhancement
Prerequisites: Psion class, Telekinesis Focus feature
Benefit: When you use a power from your Telekinesis Focus class feature, you also gain a +2 bonus to all defenses until the end of your next turn.
Class, Concealment, Racial
Prerequisites: Gnome race, Rogue class, Sneak Attack feature
Benefit: When you deal your Sneak Attack extra damage to a target while you are invisible, you gain concealment against that target until the end of the encounter.
Attack Bonus, Class, Mark Punishment, Power Enhancement, Racial
Prerequisites: Tiefling race, infernal wrath racial power, Fighter class, Combat Challenge feature
Benefit: When you use your infernal wrath racial power against an enemy marked by you, you gain a +1 bonus to attack rolls against that enemy until it is no longer marked by you.
Languages
Prerequisites: Intelligence 13
Benefit: Choose three languages. You can now speak, read, and write those languages.
Special: You can take this feat more than once. Each time you select this feat, choose three new languages.
Class, Power Enhancement, Racial, Telepathy
Prerequisites: Shaman class, Companion Spirit feature, Telepathy trait; Kalashtar race with bastion of mental clarity racial power or Shardmind race with shard swarm racial power
Benefit: You can use your Telepathy racial trait to communicate with any creature within 5 squares of your spirit companion. If you have a feat or ability that extends your telepathy range, it also extends the range from your spirit companion that you can communicate using your telepathy.
Also, you gain a benefit depending on your racial power:
You can also trigger your bastion of mental clarity racial power when an enemy targets your spirit companion with an attack against its Will, or your spirit companion is within the area of effect of an area or close attack against Will. When you do, you use the spirit companion as the point of origin for the power.
When you use your shard swarm racial power, you can teleport to exchange positions with your spirit companion instead of the teleport normally granted by the power.
Action Point, Power Recovery, Racial
Prerequisites: Drow race, Lolthtouched trait
Benefit: When you use an action point, you regain the use of your Lolthtouched racial power.
Attack Bonus, Kill Effect, Racial, Worship
Prerequisites: Drow race, must worship Lolth
Benefit: Whenever you reduce an enemy to 0 hit points or fewer, you gain a +1 bonus to all attack rolls until the end of your next turn.
Class, Power Enhancement, Racial, Support
Prerequisites: Drow race, cloud of darkness racial power, Warlord class, warlord's aura class power
Benefit: When you use your cloud of darkness racial power, you can designate one ally in your warlord's aura. The chosen ally is not hindered by the darkness.
Class, Support
Prerequisites: Bard class, Bardic Virtue feature
Benefit: You increase the distance at which you can trigger the action granted by your Bardic Virtue by 5 squares.
Mobility, Skill Enhancement
Prerequisites: trained in Athletics
Benefit: You gain a +2 feat bonus to Athletics checks.
Also, you count as having a running start for all long jumbs.
Mobility
Benefit: Whenever you shift, you can shift 1 additional square.
Class, Defense, Forced Movement, Weapon Specialization
Prerequisites: Warlord class, Longhand Student feat
Benefit: When you are wielding either a two-handed Polearm or two-handed Spear that you have proficiency with, you gain the following benefits:
► When you hit an enemy with a Weapon attack, you gain a +1 bonus to AC until the start of your next turn.
► When you use a warlord encounter attack as a minor action or move action, the first time you hit with a Weapon attack before the end of your next turn, you can push the target 2 squares.
Class, Defense, Defense Penalty, Mark Punishment, Weapon Specialization
Prerequisites: Fighter class, Longhand Student feat
Benefit: When you are wielding either a two-handed Polearm or two-handed Spear that you have proficiency with, you gain the following benefits:
► When you hit an enemy with a Weapon attack, you gain a +1 bonus to AC until the start of your next turn.
► When you hit with the attack granted by your enforce challenge class power, the target takes a -2 penalty to AC until the start of its next turn.
Basic Attack, Class, Forced Movement, Skill Enhancement, Weapon Specialization
Prerequisites: Fighter class or Warlord class; proficiency with any two-handed polearm or two-handed spear
Benefit: You gain a +2 feat bonus to Intimidate checks.
Also, if you make a melee basic attack on your turn with either a two-handed Polearm or two-handed Spear that you have proficiency with, you can push the target 1 square on a hit.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Shifter race, longtooth shifting racial power, Invoker class, Covenant of Malediction feature
Benefit: When you use your longtooth shifting racial power, you gain an additional +2 bonus to damage rolls with invoker attack powers until the end of your next turn.
This bonus to damage increases to +3 at 21st level.
Bloodied, Class, Damage Bonus, Mark Punishment, Power Enhancment, Racial
Prerequisites: Shifter race, longtooth shifting racial power, Defender role
Benefit: While you are bloodied and under the effects of your longtooth shifting racial power, you gain an additional +2 bonus to damage rolls against targets marked by you.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Class, Healing, Power Enhancement, Racial
Prerequisites: Shifter race, longtooth shifting racial power, any primal class
Benefit: The regeneration you gain from your longtooth shifting racial power increases by 2.
Defense, Racial, Size-based
Prerequisites: Small or smaller size
Benefit: You gain a +2 bonus to AC when you are adjacent to at least two enemies larger than you.
Mobility
Benefit: You can shift while prone. You shift up to half the distance you normally would, rounded down to a minimum of one.
If you have an ability that allows you to move faster while crawling, those abilities apply similarly to your shifting.
Perception
Prerequisites: trained in Dungeoneering or trained in Stealth
Benefit: You gain low-light vision.
Condition Negation, Luck, Triggered, Worship
Prerequisites: must worship a deity with the Luck domain
Benefit: The first time in an encounter that you roll a natural 20 on an attack roll, skill check, or saving throw, remove all effects on you that a save can end.
Luck, Saving Throws, Support, Worship
Prerequisites: must worship a deity with the Luck domain
Benefit: Whenever you roll a natural 20 on an attack roll, skill check, or saving throw, you and one ally within 5 squares of you can make a saving throw to end an effect that a save can end.
Class, Defense, Luck, Power Enhancement, Racial
Prerequisites: Halfling race, Artificer class; resistive formula class power or shielding elixir class power
Benefit: A creature under the effects of your resistive formula or shielding elixir Magical Infusion power can use the following action:
Free Interrupt: Trigger: An enemy hits the creature with a melee attack; The effect of the power ends, and the triggering enemy must reroll the triggering attack roll.
Bloodline
Attack Bonus, Luck, Misfortune Bloodline, Racial, Skill Enhancement
Prerequisites: Tiefling race, Mantle of Misfortune feat
Benefit: When you slide a creature in the aura granted by your mantle of misfortune racial power, you gain a +2 bonus to the first attack roll or skill check you make before the end of your next turn.
Class, Combat Advantage, Luck, Racial, Triggered, Worship
Prerequisites: Halfling race, Invoker class, must worship Avandra
Benefit: Whenever an enemy misses you with an attack, you gain combat advantage with your invoker attack powers against that enemy until the end of your next turn.
Class, Defense, Luck, Mobility, Racial
Prerequisites: Halfling race; Ranger class or Rogue class
Benefit: When you run, enemies making reactive strikes against you during that movement do not gain combat advantage for you running, and must roll twice on their attack roll and use the lower result.
Attack Bonus, Initiative, Luck
Benefit: If your initiative is the highest of any combatant at the start of an encounter, when you make your first attack roll of the encounter, you can roll twice and use either result.
Class, Damage Bonus, Luck
Prerequisites: Sorcerer class, Wild Magic feature
Benefit: When you use a sorcerer daily attack power, for one attack roll of that power, choose even numbers or odd numbers.
If the result of the d20 roll for that attack roll matches the type of number you chose, you gain a feat bonus to damage for the target of that attack roll. The feat bonus equals your Charisma modifier.
Class, Forced Movement, Mark Punishment
Prerequisites: Battlemind class, mind spike class power
Benefit: You can slide the target of your mind spike class power 1 square.
Class, Healing
Prerequisites: Bard class, Song of Rest feature
Benefit: Each ally affected by your Song or Rest class feature regains 2 additional hit points for each healing surge he or she spends at the end of the rest.
These additional hit points regained increase to 3 at 21st level.
Attack Bonus, Power Enhancement, Weapon Specialization
Prerequisites: power strike attack power
Benefit: When you make an at-will Weapon attack against a target's AC using a Mace you have proficiency with, you can expend your power strike attack power before making the attack roll.
If you do, instead of the power's normal effects, you make the triggering attack against the target's Fortitude instead, and gain a +2 bonus to damage for each additional [W] of damage the power would normally deal.
Power Enhancement, Racial, Skill Enhancement
Prerequisites: Gnome race, mage hand Cantrip power
Benefit: You can use the mage hand Cantrip power (from the wizard class Cantrips class feature) to perform Arcana checks made to manipulate magical phenomena, or to perform Thievery checks made to disable devices, open locks, or pick pockets. Both kinds of checks can be made from up to 5 squares away from the target of the check.
Attack Bonus, Class, Power Enhancement, Racial, Skill Enhancement
Prerequisites: Deva race, memory of a thousand lifetimes racial power, any arcana class
Benefit: When you use your memory of a thousand lifetimes racial power to enhance an Arcana check, or to enhance an attack roll of an arcane power, you add +1 to the result.
Class, Power Enhancement, Racial, Stealth
Prerequisites: Gnome race, fade away racial power, any arcane class
Benefit: When you are under the effects of your fade away racial power, making an arcane attack does not end the effect.
Damage Penalty, Condition Infliction, Power Enhancement, Racial
Prerequisites: Genasi race, Magmasoul Manifestation trait
Benefit: Any creature damaged by the aura created by your flowing magma Elemental Manifestation racial power is also weakened until the end of its next turn.
Attack Bonus, Class, Power Enhancement, Support, Worship
Prerequisites: Bard class, majestic word class power, trained in Religion
Benefit: If you target an ally with your majestic word class power and that ally is not bloodied, he or she gains a +1 bonus to attack rolls until the end of his or her next turn.
Class, Damage Resistance, Racial, Support
Prerequisites: Deva race, Astral Resistance trait, any divine class
Benefit: Allies adjacent to you gain resist 3 necrotic, 3 radiant.
These resists increase to 5 at 11th level, and to 10 at 21st level.
Class, Power Enhancement, Saving Throws
Prerequisites: Bard class, majestic word class power
Benefit: When you use your majestic word class power, the target can also make a saving throw against one effect that a save can end.
Bloodline
Class, Forced Movement, Triggered, Vistani Heritage
Prerequisites: Invoker class, Covenant of Malediction feature, Vistani Heritage feat
Benefit: When you hit a target with your evil eye of the Vistani bloodline power, you can slide the target 1 square. Until the end of your next turn, whenever the target misses with an attack roll, you can slide it 1 square as a free reaction.
Healing Surge, Racial, Second Wind
Prerequisites: Tiefling race
Benefit: When you use your second wind, you can choose an ally within 5 squares of you.
If you do, the chosen ally loses one healing surge, and you regain additional hit points equal to your healing surge value.
Class, Combat Advantage, Forced Movement, Weapon Specialization
Prerequisites: Warden class
Benefit: When you pull, push, or slide a target with a primal Weapon attack using either a Polearm or Spear that you have proficiency with, that target grants combat advantage to you until the end of your next turn.
Class, Racial, Power Enhancement, Temporary Hit Points
Prerequisites: Genasi race, Elemental Manifestation trait, any primal class
Benefit: When you use a genasi racial power, you gain temporary hit points equal to one-half your level (minimum 2 temporary hit points).
If you can manifest two or more elemental manifestations at the same time, such as from the Double Manifestation feat, the temporary hit points increase by 5.
Damage Resistance, Racial
Prerequisites: Genasi race, Elemental Manifestation trait
Benefit: The resist granted by your Elemental Manifestation racial trait (if any) increases by 5.
Class, Damage Bonus
Prerequisites: Ranger class
Benefit: When you hit an enemy with a melee attack, you gain a bonus to the damage roll of the first ranged attack you make against that target before the end of your next turn. When you hit an enemy with a ranged attack, you gain a bonus to the damage roll of the first melee attack you make against the target before the end of your next turn. In both cases, the damage bonus equals +2.
This bonus to damage increases to +4 at 11th level, and to +6 at 21st level.
Bloodied, Class, Defense, Support
Prerequisites: Ardent class, Ardent Mantle feature
Benefit: While you are bloodied, allies within the radius of your Ardent Mantle gain a +2 bonus to Fortitude, Reflex, and Will.
Bloodline
Attack Penalty, Forced Movement, Luck, Misfortune Bloodline, Power Repertoire, Racial, Skill Enhancement
Prerequisites: Tiefling race
Benefit: You gain a +2 bonus to Insight checks and Perception checks made against other tieflings.
Also, you gain the mantle of misfortune power as a racial power.
Tiefling
Utility
Mantle of Misfortune
EncounterMinor Action
While the enemy remains near you, its feet slip, it drops things, and nothing goes right
Arcane, Aura
Personal
Effect:  You activate an Aura 1 (Arcane) that lasts until the end of your next turn.
Enemies in the aura take a -2 penalty to attack rolls. Whenever an enemy in the aura misses with an attack, you can slide that enemy 1 square as a free reaction.
Class, Mobility, Support
Prerequisites: Ardent class, Ardent Mantle feature
Benefit: During surprise rounds and the first non-surprise round of any encounter, you and each ally who starts his or her turn within the radius of your Ardent Mantle class feature gain a +2 bonus to speed.
Class, Saving Throws, Support, Triggered
Prerequisites: Ardent class, Ardent Mantle feature
Benefit: When you succeed on a saving throw, allies within the radius of your Ardent Mantle gain a +2 bonus to saving throws until the start of your next turn.
Bloodline
Attack Penalty, Class, Fear, Forced Movement, Foulborn Heritage
Prerequisites: Ardent class, Ardent Mantle feature, Foulborn Heritage feat
Benefit: When an enemy that is not immune to Fear scores a critical hit within the radius of your Ardent Mantle, it takes a -2 penalty to attack rolls until the end of its next turn.
If you are bloodied, you also push the enemy 1 square.
Dragonmark
Perception, Rituals
Benefit: When you make a Perception check, you can roll twice and use the higher result.
Also, you can sense the presence of magic as if you were trained in the Arcana skill, and can use Perception instead of Arcana for the check.
In addition, you can master and perform rituals in the divination category as if you had the Ritual Caster feat. You can also master and perform the banish illusions, eavesdropper's foil, and scry trap rituals as if you had the Ritual Caster feat.
Dragonmark
Mobility, Perception, Rituals
Benefit: When an enemy granting combat advantage to you is adjacent and shifts, you can shift 1 square as a free reaction.
Also, you can master and perform the detect object, detect secret doors, find the path, and inquisitive's eyes rituals as if you had the Ritual Caster feat.
Dragonmark
Animal Companion, Defense, Mobility, Mounted Combat, Rituals
Benefit: You gain the benefits of the Mounted Combat feat.
While you are mounted on a natural beast, the mount gains a +2 feat bonus to speed and a +1 feat bonus to AC.
Also, if you have an animal companion, that companion gains a +2 feat bonus to speed and a +1 feat bonus to AC.
In addition, you can master and perform the animal messenger and steed summons rituals as if you had the Ritual Caster feat.
Dragonmark
Healing, Rituals, Saving Throws
Benefit: Whenever you use a Healing power on an ally, or use the Heal skill to allow an ally to use his or her second wind, that ally can also make a saving throw against a single effect that ends on a save.
Also, you can master and perform rituals in the restoration category as if you had the Ritual Caster feat. You can also master and perform the remove affliction ritual as if you had the Ritual Caster feat.
Dragonmark
Healing, Rituals
Benefit: During a short rest, if you or an ally spends at least one healing surge to regain hit points, that character regains additional hit points during the short rest.
The additional hit points equal 1 + one-half the level of any unexpended encounter Healing powers available to characters taking the rest. For Healing powers without a level, such as healing word or ardent surge, use one-half the level of the character.
Also, you can master and perform the eye of alarm, fantastic recuperation, secure shelter, and travelers' feast rituals as if you had the Ritual Caster feat.
Dragonmark
Equipment, Rituals
Benefit: You have mastered the enchant magic item ritual and can perform it as if you were two levels higher.
Also, you have the Alchemist feat and can create alchemical items as if you were two levels higher.
In addition, you can master and perform rituals in the creation category as well as the make whole ritual as if you had the Ritual Caster feat.
Dragonmark
Mobility, Rituals, Teleportation
Benefit: Whenever one of your powers lets you move, shift, or teleport, you can increase the distance by 1 square.
Also, you can master and perform rituals in the travel category as well as the enhance vessel, find the path, passwall, phantom steed, steed summon, and water walk rituals as if you had the Ritual Caster feat.
Dragonmark
Languages, Rituals, Skill Enhancement
Benefit: You gain a +2 bonus to Diplomacy checks.
Also, choose four languages. You can speak, read, and write the chosen languages. When you gain a level, you can retrain one of these languages in addition to the normal retrain you get.
In addition, you have the Ritual Caster feat, and can create ritual scrolls in half the normal time.
Dragonmark
Mobility, Reactive Strikes, Rituals
Benefit: Whenever an enemy provokes a reactive strike from you, you can shift 1 square either before or after making the attack.
Also, you can master and perform the eye of alarm, eye of warning, and magic circle rituals as if you had the Ritual Caster feat.
Dragonmark
Miss Mitigation, Rituals, Stealth
Benefit: Whenever you make an attack and miss every target while hidden, you remain hidden.
Also, whenever you make an attack and miss every target while invisible, you remain invisible, even if the effect normally ends when you attack.
In addition, you can master and perform rituals in the deception and scrying categories, as well as the knock, masking shroud, secret page, and shadow walk rituals as if you had the Ritual Caster feat.
Dragonmark
Forced Movement, Lightning, Mobility, Rituals, Thunder
Benefit: Whenever you hit a creature with a Thunder or Lightning power, you can slide that creature 1 square.
Also, you gain a +1 bonus to speed when flying.
In addition, you can master and perform the endure elements, enhance vessel, summon winds, and water walk rituals as if you had the Ritual Caster feat.
Dragonmark
Defense, Mark Punishment, Rituals
Benefit: Whenever one of your powers grants a bonus to a defense, increase that bonus by 1.
Also, whenever you mark an enemy, that enemy takes a -3 penalty to attack rolls instead of the normal -2 penalty.
In addition, you can master and perform rituals in the warding category, as well as the fluid funds, knock, and Leomund's secret chest rituals as if you had the Ritual Caster feat.
Bloodline
Class, Mark Punishment, Power Enhancement, Vistani Heritage
Prerequisites: Fighter class, enforce challenge class power, Vistani Heritage feat
Benefit: Whenever you use your enforce challenge class power, you can use your evil eye of the Vistani bloodline power, if it is available, against the same target before making the attack. If you do, using the power does not trigger reactive strikes.
Class, Marking, Power Enhancement, Racial
Prerequisites: Tiefling race, infernal wrath racial power, Paladin class, Divine Sanction feature
Benefit: The target of your infernal wrath racial power is also subject to your Divine Sanction until the start of its next turn.
Class, Marking, Racial, Second Wind
Prerequisites: Githzerai race, Shifting Fortunes trait, Defender role
Benefit: When you use your Shifting Fortunes racial trait to shift as part of using your second wind, you can mark each enemy adjacent to you at the end of that shift.
Attack Penalty, Class, Mark Punishment
Prerequisites: Fighter class
Benefit: If an enemy marked by you is adjacent to you when it makes an attack that doesn't include you as a target, the penalty to attack rolls is either -2 or the number of enemies adjacent to you, whichever is higher.
Class, Mark Punishment, Power Enhancement, Racial, Teleportation
Prerequisites: Shadar-kai race, shadow jaunt racial power, Fighter class, Combat Challenge feature
Benefit: If an enemy you have marked makes an attack that doesn't include you as a target, you can combine your shadow jaunt racial power and your enforce challenge class power.
If you do, you must use your shadow jaunt to teleport within reach of the triggering enemy and then resolve enforce challenge.
Class, Damage Bonus
Prerequisites: Wisdom 15, Fighter class, Combat Challenge feature
Benefit: On each of your turns, the first time you roll damage against an enemy marked by you, you deal additional damage equal to your Wisdom modifier.
Class, Condition Infliction, Mark Punishment, Triggered
Prerequisites: Fighter class, Brawler Training feature
Benefit: Whenever you hit an enemy marked by you with a melee attack and that enemy is dazed, immobilized, or stunned, you knock that enemy prone.
Attack Penalty, Class, Mark Punishment, Power Enhancement, Racial
Prerequisites: Wisdom 13, Githzerai race, iron mind racial power, Defender role
Benefit: When you use your iron mind racial power, each target marked by you takes an additional penalty to attack rolls against targets other than you until the end of its next turn. The penalty equals one-half your Wisdom modifier.
Damage Bonus, Mark Punishment, Necrotic, Power Enhancement, Racial
Prerequisites: Constitution 13, Revenant race, dark reaping racial power
Benefit: When you deal the damage from your dark reaping racial power to a target, other enemies marked by you take necrotic damage equal to your Constitution modifier.
This necrotic damage increases to 2 + your Constitution modifier at 11th level, and to 5 + your Constitution modifier at 21st level.
Background, Racial, Saving Throws
Prerequisites: Goliath race
Benefit: In each encounter, the first time you make a saving throw, you can roll twice and use either result.
Background, Class, Damage Resistance, Power Enhancement, Racial
Prerequisites: Goliath race, stone's endurance racial power, any primal class
Benefit: When you use your stone's endurance racial power, you can choose cold, fire, lightning, poison, radiant, or thunder.
If you do, you gain resist to the chosen damage type instead of resist all, but the resistance increases by 5.
Background, Bloodied Enemy, Class, Defense, Racial, Triggered
Prerequisites: Goliath race, any primal class
Benefit: When you bloody a creature, you gain a +1 bonus to all defenses until the end of your next turn.
Attack Bonus, Background, Racial
Prerequisites: Goliath race
Benefit: In each encounter, the first time you make an attack roll, you can roll twice and use either result.
Attack Bonus, Class, Power Enhancement, Racial
Prerequisites: Elf race, elven accuracy racial power, any martial class
Benefit: When you use your elven accuracy racial power to reroll the attack roll of a martial attack, you can roll twice and use either result.
Class, Power Repertoire
Prerequisites: any martial class
Benefit: When you take this feat, choose one martial daily attack power of your level or lower from your class.
After an extended rest, you can swap the chosen power for a martial daily attack power you know of the same level. You can substitute the original power back in after another extended rest.
Class, Initiative, Mobility
Prerequisites: Dexterity 15; any martial class or Monk class
Benefit: You gain a +2 feat bonus to initiative checks.
Also, during your first turn you can step as a minor action.
Class, Power Recovery, Racial
Prerequisites: Half-elf race, Dilettante trait, any martial class
Benefit: If the power you gained from your Dilettante racial trait is a martial power, the first time in an encounter that you use your Dilettante power, you regain its use at the start of your next turn.
Class, Power Repertoire
Prerequisites: any martial class
Benefit: When you take this feat, choose one martial utility power of your level or lower from your class.
After an extended rest, you can swap the chosen power for a martial utility power you know of the same level. You can substitute the original power back in after another extended rest.
Class, Condition Negation, Saving Throws
Prerequisites: Wisdom 13, any martial class, trained in Endurance
Benefit: You gain a +5 bonus to saving throws against the slowed and immobilized conditions.
Action Point, Class, Power Recovery
Prerequisites: any martial class
Benefit: When you spend an action point to take an extra action, after the action has been resolved, you regain the use of a martial encounter attack power you have used before spending the action point.
Attack Bonus, Class, Support
Prerequisites: any martial class
Benefit: When you use the aid attack action, the chosen ally can roll twice and use either result on his or her next Weapon attack instead of the +2 bonus the action normally grants.
Class, Power Repertoire
Prerequisites: any martial class
Benefit: When you take this feat, choose one 1st-level martial at-will attack power from your class.
After an extended rest, you can swap the chosen power for a 1st-level martial at-will attack power you know. You can substitute the original power back in after another extended rest.
Class, Condition Negation, Saving Throws
Prerequisites: Wisdom 17, any martial class, trained in Endurance
Benefit: You can make saving throws against the dazed, slowed, stunned, weakened, and immobilized conditions at both the start and end of your turn.
Bloodied, Class Combination, Healing Surge
Prerequisites: Vampire class and any martial class
Benefit: Once per encounter, when you hit at least one enemy with a martial attack power, you gain a healing surge.
Also, the first time you are bloodied in an encounter, you gain a healing surge. If you do not spend this healing surge before the end of the encounter, you lose it.
Class, Power Repertoire
Prerequisites: any martial class
Benefit: When you take this feat, choose one martial encounter attack power of your level or lower from your class.
After an extended rest, you can swap the chosen power for a martial encounter attack power you know of the same level. You can substitute the original power back in after another extended rest.
Bloodied, Class, Healing, Power Enhancement
Prerequisites: Ardent class, ardent surge class power
Benefit: If you are bloodied when you use your ardent surge class power, the target regains an additional +1d6 hit points.
These additional hit points regained increase to +2d6 at 21st level.
Languages, Racial, Rituals
Prerequisites: Half-elf race
Benefit: You master and can perform the comprehend languages ritual, and can use Diplomacy in place of Arcana to perform the ritual.
Also, you can perform the ritual once per day without paying its component cost.
Class, Equipment, Rituals
Prerequisites: Artificer class, Ritual Casting feature
Benefit: When you use the enchant magic item ritual to create a magic item, you can create a magic item of your level + one-half your Intelligence modifier or lower.
Class, Equipment
Prerequisites: Artificer class, Alchemical Crafting feature
Benefit: You can create potions as if they were alchemical items.
Weapon Specialization
Benefit: You can use a minor action to sheathe a weapon, and then draw a weapon.
Power Recovery, Racial
Prerequisites: Drow race, Lolthtouched trait
Benefit: You can use both your cloud of darkness and your darkfire Lolthtouched powers once per encounter instead of only one of them.
Special: If you have the Highborn Drow feat, you can replace the use of one of these with your webs of darkness racial power, deciding when you use that power.
Starting at 21st level, you can use all three powers once per encounter instead.
Attack Bonus, Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Genasi race, earthshock racial power; Fighter class or Warden class
Benefit: You gain a +1 bonus to attack rolls with your earthshock racial power.
Also, when you knock an enemy prone with your earthshock racial power, you deal damage to it equal to your Strength modifier.
This damage increases to 3 + your Strength modifier at 11th level, and to 6 + your Strength modifier at 21st level.
Class, Power Repertoire, Worship
Prerequisites: any divine class, must worship Vecna
Benefit: You can learn skill powers associated with Arcana, Dungeoneering, History, Nature, and Religion as if you were trained in those skills.
Class
Prerequisites: Sorcerer class, Cosmic Magic feature
Benefit: Each time you change your phase in the cosmic cycle, you can change it to either of the other two phases.
Multiclass
Multiclass Monk, Proficiency Gain, Skill Training, Unarmed Combat
Prerequisites: Strength 13 or Dexterity 13
Benefit: You gain training in either the skill.
Also, you gain the Monk class feature Unarmed Combatant.
In addition, you gain proficiency with ki focuses.
Attack Bonus, Class, Miss Mitigation, Support
Prerequisites: Monk class
Benefit: When you use a monk encounter attack power and miss at least one target, choose one ally you can see and one target you missed.
The chosen ally gains a +2 bonus to his or her first attack roll against the chosen target before the end of your next turn.
Class, Defense, Triggered
Prerequisites: Fighter class, Fighter Weapon Talent feature
Benefit: You gain a +1 bonus to AC when you hit with a melee basic attack or a fighter at-will attack on your turn. The bonus lasts until the end of your next turn.
Class, Implement Specialization, Proficiency Gain, Weapon Specialization
Prerequisites: Sorcerer class
Benefit: You gain weapon proficiency with the katar and kukri.
Also, both of these weapons count as daggers for all your Sorcerer features, powers, feats and other abilities.
Class, Kill Effect, Racial, Teleportation
Prerequisites: Gnoll race, Assassin class, Assassin's Shroud feature
Benefit: When you reduce a creature that has at least one of your shrouds on it to 0 hit points or fewer, you gain temporary hit points equal to 5 + the number of your shrouds on the target.
If you invoked your shrouds on the attack that reduced the creature to 0 hit points and have the shadow step class power, you can use that power as a free reaction, even if you are not adjacent to a creature.
The temporary hit points increase to 5 + twice the number of your shrouds on it at 11th level, and to 6 + twice the number of your shrouds on it at 21st level.
Attack Bonus, Basic Attack, Damage Bonus
Benefit: Choose an ability score other than Strength.
When you make a melee basic attack using a weapon with which you have proficiency, you can use the chosen ability instead of Strength for the attack roll.
Also, you can use half the chosen ability's modifier, instead of your Strength modifier, for the damage roll.
Spellscar
Condition Negation, Power Enhancement, Racial, Spellscar
Prerequisites: Deva race, memory of a thousand lifetimes racial power
Benefit: Whenever you are subjected to a dazing or stunning effect that a save can end, you can expend your memory of a thousand lifetimes racial power as an immediate interrupt to make a saving throw against that effect.
If you have the Student of the Plague feat, each enemy adjacent to you takes 5 fire damage when you expend your memory of a thousand lifetimes racial power this way, and the power gains the Fire.
This fire damage increases to 10 at 11th level, and to 15 at 21st level.
Class, Combat Advantage, Power Enhancement, Undead-hunting, Worship
Prerequisites: Avenger class, swear enmity class power, must worship the Raven Queen
Benefit: When you target an undead creature with your swear enmity class power, the target grants combat advantage to you until the end of your next turn.
Attack Bonus, Class, Miss Mitigation, Power Repertoire
Prerequisites: any martial class
Benefit: You gain the honed through memory power. This power counts as a power of your martial class.
Martial Class
Utility
Honed Through Memory
EncounterFree Interrupt
When you miss an enemy with an attack, you commit your error to memory and call upon it to strike true
Martial
Trigger:  You miss a creature with a melee or ranged attack roll
Personal
Effect:  You gain a +3 power bonus to martial attack rolls against the triggering creature until the end of your next turn.
Bloodied, Class, Defense Penalty, Power Enhancement, Triggered
Prerequisites: Constitution 13 or Charisma 13; any martial class
Benefit: You gain the following benefit with martial at-will attacks while you are bloodied:
► On your turn, when you hit an enemy that has attacked you since the end of your previous turn, that enemy takes a -2 penalty to Will until the start of your next turn.
Class Combination, Defense
Prerequisites: Assassin class, Assassin's Shroud feature, Sorcerer class
Benefit: Your ranged sorcerer attacks do not provoke reactive strikes from a creature that has your shrouds on it.
Class, Combat Advantage, Power Enhancement, Racial
Prerequisites: Half-orc race, furious assault racial power, Rogue class
Benefit: Whenever you use your furious assault racial power, the enemy you hit grants combat advantage to you until the end of your next turn.
Multiclass
Healing, Multiclass Shaman, Power Repertoire
Prerequisites: Spirit Talker feat
Benefit: You gain the Shaman class power healing spirit, but you can use it only once per encounter.
Class, Power Enhancement, Saving Throws, Support
Prerequisites: Cleric class, healer's mercy Channel Divinity power
Benefit: Each target of your healer's mercy class power can make a saving throw against one effect that a save can end.
Class, Mobility, Power Enhancement, Support
Prerequisites: Cleric class, healer's mercy Channel Divinity power
Benefit: Each target of your healer's mercy class power can shift 1 square as a free reaction.
Bloodied Enemy, Combat Advantage, Damage Bonus, Racial
Prerequisites: Drow race
Benefit: When you have combat advantage on an attack against a bloodied creature, you gain a +5 bonus to the damage roll against that creature.
Class, Combat Advantage, Power Enhancement, Racial
Prerequisites: Wilden race, wrath of the destroyer racial power, Assassin class, Assassin's Shroud feature
Benefit: If the enemy triggering your wrath of the destroyer racial power has one or more of your shrouds on it, you gain combat advantage for the attack granted by the power.
Class, Critical, Healing
Prerequisites: Paladin class, Hand of the Cause feature
Benefit: When you score a critical hit, you can choose to reduce it to a normal hit instead.
If you do, you or one ally adjacent to you can spend a healing surge to regain hit points equal to his or her healing surge value, plus an additional 5 hit points.
The additional hit points increase to 10 at 11th level, and to 15 at 21st level.
Class, Defense, Power Enhancement, Triggered
Prerequisites: Warlock class, Star Pact feature
Benefit: When you have a bonus available from your fate of the void Pact Boon power, you can use an immediate interrupt when an enemy hits you.
If you do, you apply the bonus to all your defenses against the triggering attack. The bonus is lost after the triggering attack has been resolved.
Damage Resistance
Benefit: When an area or close attack targeting your Fortitude defense or Will defense misses you but deals damage on a miss, you take no damage from the attack. You still suffer any other effects the attack might have.
Channel Divinity, Class, Healing, Power Enhancement
Prerequisites: Paladin class, divine mettle Channel Divinity power
Benefit: When an ally succeeds on the saving throw granted by your divine mettle Channel Divinity power, that ally can spend a healing surge to regain hit points equal to his or her healing surge value.
Your divine mettle does not gain the Healing keyword.
Class, Damage Bonus, Mobility, Power Enhancement, Weapon Specialization
Prerequisites: Fighter class, Midnight Blade Student feat
Benefit: When you are wielding a Light Blade that you have proficiency with, you gain the following benefits when attacking with it:
► When you hit with a martial melee encounter or martial melee daily attack, you can increase the distance of any shift you make by 1 square until the end of your current turn.
► When you hit with a martial melee encounter attack that allows you to move or shift before the attack, you gain a +2 bonus to damage rolls with that power.
The bonus to damage rolls increases to +3 at 21st level.
Attack Bonus, Class, Mobility, Power Enhancement, Weapon Specialization
Prerequisites: Ranger class, Midnight Blade Student feat
Benefit: When you are wielding a Light Blade that you have proficiency with, you gain the following benefits when attacking with it:
► When you hit with a martial melee encounter or martial melee daily attack, you can increase the distance of any shift you make by 1 square until the end of your current turn.
► When you hit with a martial melee encounter attack, you gain a +1 bonus to the next attack roll you make before the end of your current turn. You can gain this benefit multiple times if an attack has multiple attack rolls and you keep hitting.
Attack Bonus, Class, Skill Enhancement, Weapon Specialization
Prerequisites: Fighter class, Ranger class or Rogue class; proficiency with melee Light Blade
Benefit: You gain a +2 feat bonus to Acrobatics checks.
Also, when you make a martial melee at-will attack with a Light Blade that you have proficiency with, and the attack allows you to move or shift, you can make the attack against Reflex instead of AC.
Class, Combat Advantage, Mobility, Stealth, Weapon Specialization
Prerequisites: Rogue class, Midnight Blade Student feat
Benefit: When you are wielding a Light Blade that you have proficiency with, you gain the following benefits when attacking with it:
► When you hit with a martial melee encounter or martial melee daily attack, you can increase the distance of any shift you make by 1 square until the end of your current turn.
► When you have combat advantage and hit with a martial melee encounter attack that inflicts a condition on the target, you can use a free reaction to shift 2 squares. You can make a Stealth check to become hidden if you shifted into suitable position. If you suddenly hide, the target is not aware of where you shifted.
Team
Skill Enhancement, Stealth, Teamwork
Benefit: You gain a +2 feat bonus to Stealth checks.
This bonus increases by +1 for each member of your team within 10 squares who has this feat or has the Skill Focus feat with Stealth, to a maximum bonus of +5.
Class, Damage Bonus, Healing Surge
Prerequisites: Constitution 17, Fighter class, Battlerager Training feature
Benefit: The bonus to damage you gain from your Battlerager Training increases by +1.
This increase becomes +2 starting at 21st level.
Class, Damage Bonus, Mark Punishment
Prerequisites: Strength 15, Paladin class, divine challenge class power
Benefit: Your divine challenge deals additional damage equal to one-half your Strength modifier.
Defense, Implement Specialization, Weapon Specialization
Prerequisites: proficiency with holy symbols
Benefit: While you wield a two-handed melee weapon that you have proficiency with, you gain a +4 bonus to all defenses against reactive strikes triggered for making a ranged or area attack using a holy symbol you have proficiency with.
Class, Power Enhancement
Prerequisites: Avenger class, swear enmity class power
Benefit: The first time in an encounter that you use your swear enmity class power, you can target two enemies instead of one.
This allows you to have two oath targets until both targets stop being your oath targets, or until you change your oath target, whichever comes first.
Class, Support
Prerequisites: Shaman class, Companion Spirit feature
Benefit: Any benefits granted to allies adjacent to your spirit companion apply to all allies within 2 squares of your spirit companion instead.
Class, Kill Effect, Power Enhancement, Psychic, Racial
Prerequisites: Revenant race, dark reaping racial power, Psion class
Benefit: Your dark reaping racial power deals necrotic and psychic damage, and gains the Psychic keyword.
Also, if you reduce the target of your dark reaping racial power to 0 hit points or fewer before the end of your next turn, you can trigger and use the power even though it is expended.
Attack Bonus, Class, Racial
Prerequisites: Kalashtar race, Assassin class, Assassin's Shroud feature
Benefit: When a creature has at least one of your shrouds on it, you do not take the penalty to attack rolls when it has cover or concealment from you. You still take the normal penalty for superior cover or total concealment.
Class, Condition Infliction, Psychic
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: When you hit an enemy under your curse with a warlock Psychic encounter attack or warlock Psychic daily attack, you can forgo dealing the extra curse damage to instead daze the target until the end of your next turn. This still counts as dealing your curse damage for the turn.
Class, Damage Bonus, Psychic
Prerequisites: Warlock class; Sorcerer-King Pact feature or Star Pact feature
Benefit: When you deal psychic damage to a creature under your curse, your curse damage increases by +2 per die of curse damage.
Class, Power Enhancement, Psionics, Racial
Prerequisites: Drow race, darkfire racial power, any psionic class, Psionic Augmentation feature
Benefit: Your darkfire racial power gains the Augmentable keyword and the following augmentation:
Augment 1: You can target Reflex or Will, your choice, and on a hit the target also treats creatures more than 5 squares away from it as having total concealment until the end of your next turn.
Attack Bonus, Class, Power Enhancement
Prerequisites: Psion class, send thoughts class power
Benefit: When you use your send thoughts class power, your Psion attacks against the target ignore concealment and cover until the end of the encounter, or until it is knocked unconscious, whichever comes first.
Starting at 21st level, you also know the exact location of the target.
Power Enhancement, Racial, Temporary Hit Points
Prerequisites: Shardmind race, shard swarm racial power
Benefit: When you use your shard swarm racial power, you gain 5 temporary hit points.
These temporary hit points increase to 10 at 11th level, and to 15 at 21st level.
Class, Perception
Prerequisites: any shadow class
Benefit: You gain darkvision.
Extra Attack, Dying, Racial
Prerequisites: Revenant race, Past Life (minotaur) trait
Benefit: You gain the minotaur Ferocity racial trait.
Damage Bonus, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Minotaur race
Benefit: You gain proficiency with the battleaxe, handaxe, warhammer, and throwing hammer.
Also, you gain a +2 feat bonus to damage rolls with these weapons.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Damage Bonus, Initiative, Psychic, Racial
Prerequisites: Wisdom 15, Githzerai race
Benefit: The first creature you damage that has not yet acted during the encounter takes psychic damage equal to your [Dexterity or Wisdom] modifier, whichever is higher.
This psychic damage increases to 2 + your [Dexterity or Wisdom] modifier at 11th level, and by 4 + your [Dexterity or Wisdom] modifier at 21st level.
Attack Bonus, Miss Mitigation
Prerequisites: Intelligence 13
Benefit: When you make an at-will attack and miss every target, you gain a +1 bonus to attack rolls against each target until the end of your next turn.
Bloodline
Dying, Power Enhancement, Triggered, Vampiric Heritage
Prerequisites: Vampiric Heritage feat, mist form bloodline power
Benefit: You can use your mist form bloodline power as an immediate interrupt with the following trigger:
Trigger: An attack critically hits you or reduces you to 0 hit points or fewer; the triggering attack cannot deal radiant damage to you
When you use the power with this trigger, the triggering attack cannot reduce you below 1 hit point, and you can shift 2 squares after the triggering attack has been resolved, but you cannot sustain the power.
Class, Power Enhancement, Racial, Triggered
Prerequisites: Gnome race, fade away racial power, any shadow class
Benefit: When you hit with a shadow power, you can use your fade away racial power as a free reaction.
Class, Mobility, Racial, Triggered
Prerequisites: Wisdom 13, Shifter race, razorclaw shifting racial power, Invoker class, Divine Covenant feature
Benefit: While you are under the effects of your razorclaw shifting racial power, you can choose to shift a number of squares equal to your Wisdom modifier instead of gaining the usual benefit of your Covenant Manifestation.
Class, Mark Punishment, Mobility
Prerequisites: Fighter class, enforce challenge class power
Benefit: When you hit an enemy with the attack granted by your enforce challenge class power, you can shift 1 square as a free reaction.
Class, Concealment, Mobility, Power Enhancement, Skill Enhancement, Support
Prerequisites: any martial class
Benefit: You gain a +2 feat bonus to Athletics checks.
When you use a martial at-will attack that allows you to move or shift and you have concealment, choose one ally you can see. That ally can shift 1 square as an opportunity reaction.
This shift increases to 2 squares at 21st level.
Class, Mobility
Prerequisites: Shaman class, Spirit Companion feature
Benefit: When you take a move action, you can also move your spirit companion a number of squares equal to your speed + 4 instead of just your speed.
If your spirit companion can move as part of another power or effect, you can move it 1 additional square.
Class, Mobility, Weapon Specialization
Prerequisites: Dexterity 19, Fighter class
Benefit: When you make a melee basic attack or a martial attack with a Flail, a Heavy Blade, a Light Blade, or a Spear, you can shift 1 square after the attack has been resolved, whether or not it hits.
Class, Mobility, Power Enhancement, Support
Prerequisites: Shaman class, Spirit Companion feature, healing spirit class power
Benefit: When you use your healing spirit class power, each ally adjacent to your spirit companion can shift 1 square as a free reaction.
Starting at 21st level, each ally can shift 2 squares instead.
Multiclass
Multiclass Monk, Power Repertoire, Skill Training
Prerequisites: Dexterity 13, any multiclass Monk feat
Benefit: You gain training in one skill from the monk's class skill list.
Also, choose one 1st-level monk at-will attack power. You can use that power as an encounter power.
Multiclass
Damage Bonus, Multiclass Monk, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Dexterity 13
Benefit: You gain training in one skill from the monk's class skill list.
Also, you choose one of Flurry of Blows powers. You can use that power as an encounter power.
In addition, you gain proficiency with ki focuses.
Class Combination, Defense, Healing Surge, Mobility, Triggered
Prerequisites: Monk class, Vampire class
Benefit: Once per encounter, when you hit at least one enemy with a monk encounter attack, you gain a healing surge.
Also, when you spend a healing surge, you become invigorated until the end of your next turn. While invigorated, you gain a +2 bonus to speed and a +4 bonus to all defenses against attacks triggered by your movement.
Class, Forced Movement, Shapechange, Skill Enhancement
Prerequisites: Druid class, wild shape class power
Benefit: You gain a +2 feat bonus to Athletics checks.
Also, when you bull rush while in beast form, you can slide the target instead of pushing it.
Bloodline
Background, Bloodied, Healing, Power Enhancement, Racial
Prerequisites: Eladrin race, fey step racial power
Benefit: If you are bloodied and there are no allies within 5 squares of you when you use your fey step racial power, the power gains the Healing keyword and you can spend a healing surge to regain hit points equal to your healing surge value. The healing happens during your teleportation.
Special: You cannot select this feat if you have the Sun Fey Grace feat.
Class, Damage Bonus, Psychic, Triggered, Worship
Prerequisites: Bard class, Virtue of Prescience feature, must worship Sehanine
Benefit: When you use the immediate action from your Virtue of Prescience class feature, the triggering enemy also takes psychic damage equal to your Wisdom modifier after the triggering attack has been resolved.
This psychic damage increases to 3 + your Wisdom modifier at 11th level, and to 6 + your Wisdom modifier at 21st level.
Combat Advantage, Lycanthrope-hunting, Worship
Prerequisites: must worship Sehanine
Benefit: When you have combat advantage against an enemy, your attacks against that enemy count as silvered. Lycanthropes are one of the enemies where a silver weapon has an effect.
Class, Damage Bonus, Implement Specialization, Proficiency Gain, Weapon Specialization
Prerequisites: any arcane class or any divine class; must worship Sehanine
Benefit: You gain proficiency with the shortbow as both a weapon and an implement.
Also, you gain a +1 feat bonus to Weapon damage rolls and Implement damage rolls you make while wielding a shortbow.
This bonus to damage increases to +2 at 11th level, and to +3 at 21st level.
Class, Implement Specialization, Power Enhancement, Worship
Prerequisites: any arcane class or any divine class; must worship Sehanine
Benefit: When you use a shortbow as an implement for a ranged divine power, area divine power, ranged arcane power, or area arcane power, you can extend the power's range by 5 squares.
Class, Proficiency Gain, Weapon Specialization
Prerequisites: Rogue class, must worship Sehanine
Benefit: You gain proficiency with the shortbow.
Also, you can use a shortbow with your Sneak Attack class feature and with any Rogue power that normally requires a Crossbow.
Class, Defense, Mark Punishment, Weapon Specialization
Prerequisites: Fighter class, enforce challenge class power, Moradin's Forge Student feat
Benefit: When you are wielding a two-handed Axe, a two-handed Hammer, or a two-handed Pick and you have proficiency with that weapon, you gain the following benefits:
► After you make a martial attack, you gain a +2 bonus to all defenses against any attack that would immobilize, restrain, or slow you. This bonus lasts until the end of your next turn.
► You can use a melee fighter attack that targets one creature, deals at least 2[W] damage, and has an additional benefit for the weapon you are wielding in place of a melee basic attack when using your enforce challenge class power, but the number of [W] is halved.
Class, Damage Bonus, Defense, Reactive Strikes, Teamwork, Weapon Specialization
Prerequisites: Warlord class, warlord's aura class power, Moradin's Forge Student feat
Benefit: When you are wielding two-handed Axe, a two-handed Hammer, or a two-handed Pick and you have proficiency with that weapon, you gain the following benefits:
► After you make a martial attack, you gain a +2 bonus to all defenses against any attack that would immobilize, restrain, or slow you. This bonus lasts until the end of your next turn.
► If you hit with a reactive strike, allies in your warlord's aura deal additional damage with reactive strikes against the same target until the end of the target's next turn or until the enemy is no longer in your aura. The bonus equals +3, and increases to +5 at 11th level, and to +8 at 21st level.
Class, Skill Enhancement, Saving Throw Penalty, Weapon Specialization
Prerequisites: Fighter class or Warlord class; proficiency with any two-handed Axe, proficiency with any two-handed Hammer or proficiency with any two-handed Pick
Benefit: You gain a +2 feat bonus to Intimidate checks.
Also, when you are attacking with a two-handed Axe, a two-handed Hammer, or a two-handed Pick and you have proficiency with that weapon, you gain the following benefit with martial at-will attacks and melee basic attacks:
When you hit an enemy, that enemy takes a -1 penalty to saving throws until the end of your next turn.
Class, Mobility, Saving Throw Penalty, Weapon Specialization
Prerequisites: Ranger class, Mountain Thunder Student feat
Benefit: When you are wielding a one-handed Hammer, a one-handed Flail, or a one-handed Mace and you have proficiency with that weapon, you gain the following benefits:
► Whenever you hit an enemy with a martial encounter attack or martial daily attack, that enemy takes a -2 penalty to saving throws against effects that daze or stun. This lasts until the end of your next turn, and does not stack with other Mountain Thunder feats.
► Whenever you use a Ranger encounter attack that does not involve you moving, you can shift 2 squares before resolving any other parts of the power.
Class, Condition Infliction, Saving Throw Penalty, Weapon Specialization
Prerequisites: Warlord class, Mountain Thunder Student feat
Benefit: When you are wielding a one-handed Hammer, a one-handed Flail, or a one-handed Mace and you have proficiency with that weapon, you gain the following benefits:
► Whenever you hit an enemy with a martial encounter attack or martial daily attack, that enemy takes a -2 penalty to saving throws against effects that daze or stun. This lasts until the end of your next turn, and does not stack with other Mountain Thunder feats.
► When you use a Warlord encounter attack to either mark a target or push, pull or slide it, you can knock that target prone. The knocking prone replaces the forced movement, but is in addition to marking.
Class, Damage Bonus, Saving Throw Penalty, Weapon Specialization
Prerequisites: Rogue class, Ruthless Ruffian feature, Mountain Thunder Student feat
Benefit: When you are wielding a one-handed Hammer, a one-handed Flail, or a one-handed Mace and you have proficiency with that weapon, you gain the following benefits:
► You can use the weapon with any melee Rogue power that normally requires a Light Blade.
► Whenever you hit an enemy with a martial encounter attack or a martial daily attack, that enemy takes a -2 penalty to saving throws against effects that daze or stun. This lasts until the end of your next turn, and does not stack with other Mountain Thunder feats.
► You add the additional damage from your Ruthless Ruffian class feature to melee Rogue attacks with the Rattling keyword, even if you are not wielding a club or a mace.
Class, Saving Throw Penalty, Temporary Hit Points, Weapon Specialization
Prerequisites: Fighter class, trained in Endurance, Mountain Thunder Student feat
Benefit: When you are attacking with a one-handed Hammer, a one-handed Flail, or a one-handed Mace and you have proficiency with that weapon, you gain the following benefits:
► Whenever you hit an enemy with a martial encounter attack or a martial daily attack, that enemy takes a -2 penalty to saving throws against effects that daze or stun. This lasts until the end of your next turn, and does not stack with other Mountain Thunder feats.
► When you use a Fighter encounter attack that either has a benefit for the weapon you are wielding, or dazes or stuns the target, the power gains the Invigorating keyword and you gain temporary hit points on a hit. The temporary hit points equal one-third the power's level + your Constitution modifier.
Attack Bonus, Charge, Class, Skill Enhancement, Weapon Specialization
Prerequisites: Fighter class, Ranger class, Rogue class with Ruthless Ruffian feature or Warlord class; proficiency with any one-handed Flail or proficiency with any one-handed Hammer
Benefit: You gain a +2 feat bonus to Endurance checks.
Also, when you are attacking with a one-handed Hammer, a one-handed Flail, or a one-handed Mace and have proficiency with that weapon, if you charge and make a melee basic attack or a martial at-will attack as part of that charge, you can target Fortitude instead of AC.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Goliath race, stone's endurance racial power, any arcane class
Benefit: While you are affected by your stone's endurance racial power, your arcane powers ignore resistances.
Mounted Combat
Benefit: While you are riding a creature, it does not take the normal -2 penalty to attack rolls that is imposed on mounts.
Also, the creature you are riding can make any Athletics checks, Acrobatics checks, Endurance checks, or Stealth checks using your skill check modifier for the corresponding skill (not including any temporary bonuses or penalties) in place of its own.
Class, Damage Bonus, Racial
Prerequisites: Mul race, Fighter class
Benefit: While you are at full hit points, you gain a +2 bonus to damage rolls.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Healing Surge, Racial, Skill Enhancement
Prerequisites: Mul race
Benefit: Your number of healing surges increases by one.
Also, when you make an Endurance check, you can roll twice and use either result.
Class, Multiclass
Prerequisites: Bard class, Multiclass Versatility feature
Benefit: You gain two Multiclass feats for which you meet the prerequisites.
Skill Enhancement
Prerequisites: Intelligence 13
Benefit: You gain a +1 bonus to skills in which you have training.
Class Combination, Damage Bonus, Miss Mitigation
Prerequisites: Assassin class, Assassin's Shroud feature, Ranger class, Hunter's Quarry feature
Benefit: When you invoke at least two of your shrouds on a target and miss, you can deal the bonus damage from your Hunter's Quarry class feature to the target.
Attack Bonus, Defense, Power Enhancement, Racial
Prerequisites: Shardmind race, shard swarm racial power
Benefit: When you use your shard swarm racial power, until the end of your next turn no creature can benefit from concealment from you or flank you.
Initiative, Racial
Prerequisites: Minotaur race
Benefit: When you roll initiative, you can use your Perception check modifier in place of your initiative check modifier.
Perception, Racial, Skill Enhancement
Prerequisites: Minotaur race
Benefit: You gain a +3 feat bonus to Perception checks.
Also, you gain the same bonus to any checks to avoid becoming lost, including to Intelligence checks against a maze spell.
Racial, Skill Enhancement
Prerequisites: Goliath race
Benefit: You gain a +3 feat bonus to Intimidate checks.
Also, during a skill challenge, you accrue failures on Intimidate checks only when you fail by 5 or more.
Healing, Rituals
Prerequisites: 2nd level; any primal class or must worship Melora
Benefit: You master the bloom ritual, and can perform it without a ritual book.
Also, you can perform the ritual in 5 minutes, including during a short rest and performing the ritual does not prevent you from resting.
In addition, if a creature takes a short rest in the rituals area while you perform it, that creature heals additional hit points for each healing surge spent to regain hit points as part of that rest. These additional hit points equal 2 + one-half your Wisdom modifier.
In addition, you can perform the bloom ritual once per day without paying its component cost.
Attack Penalty, Class, Power Enhancement, Racial, Radiant, Saving Throw Penalty
Prerequisites: Wilden race, Nature's Aspect trait, Invoker class, Covenant of Malediction feature
Benefit: You gain the following benefits with the racial powers granted by your Nature's Aspect racial trait:
Pursuit of the Hunter: The extra damage you deal from this power is radiant, and the power gainst the Radiant keyword.
Voyage of the Ancients: The chosen enemy takes a -1 penalty to attack rolls and saving throws until the start of your next turn.
Wrath of the Destroyer: You can choose to make a ranged basic attack in place of the melee basic attack or charge granted by this power.
Class, Mobility, Racial, Support, Triggered
Prerequisites: Wilden race, Artificer class, Arcane Rejuvenation feature
Benefit: When an ally gains temporary hit points thanks to your Arcane Rejuvenation class feature, he or she can also shift 1 square as a free reaction.
This increases to shift 2 squares at 21st level.
Mobility Hindrance, Power Enhancement, Racial
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: You can choose to use the nature's roots racial power in place of the racial power granted by your Nature's Aspect racial trait.
Wilden
Utility
Nature's Roots
EncounterMinor Action
At your command, roots and other vegetation rises up in an area to hinder your foes while letting your and your allies pass
Primal, Zone
Nature's Aspect:  You can expend this power in place of your current Nature's Aspect racial power.
Effect:  Area burst 1 within 5 squares The burst creates a zone of hindering vegetation until the end of your next turn.
The zone difficult is terraint for your enemies.
Class, Damage Bonus, Marking, Mark Punishment, Mobility, Racial
Prerequisites: Wilden race, Nature's Aspect trait, Wilden class, battlemind's demand class power, blurred step class power, mind spike class power
Benefit: Some of your Battlemind powers gain benefits depending on your current Nature's Aspect:
Aspect of the Ancients: When you use your blurred step class power, you shift 1 additonal square. This increases to 2 additional squares at 21st level.
Aspect of the Destroyer: When you use your mind spike class power, the target takes additional damage equal to your Wisdom modifier.
Aspect of the Hunter: When you use your battlemind's demand class power, you can target one additional creature in the burst.
Bloodline
Class, Power Enhancement, Shapechange, Vistani Heritage
Prerequisites: Druid class, Wild Shape feature, Vistani Heritage feat
Benefit: You can use your evil eye of the Vistani bloodline power while in beast form. When you use a minor action to use the power, doing so does not provoke reactive strikes.
Class, Defense, Reactive Strikes, Weapon Specialization
Prerequisites: Warlord class, Nerathan High Blade Student feat
Benefit: When you are wielding a Heavy Blade with the Versatile weapon property and you have proficiency with that weapon, you gain the following benefits:
► Enemies that are adjacent to you do not get to roll their attack roll twice for having combat advantage against you. Other benefits, such as Sneak Attack, still apply.
► You can use warlord encounter attacks that normally trigger when you hit with an attack on your turn when you hit with a reactive strike.
Class, Damage Bonus, Defense, Weapon Specialization
Prerequisites: Ranger class, Nerathan High Blade Student feat
Benefit: When you are wielding a Heavy Blade with the Versatile weapon property and you have proficiency with that weapon, you gain the following benefits:
► Enemies that are adjacent to you do not get to roll their attack roll twice for having combat advantage against you. Other benefits, such as Sneak Attack, still apply.
► When you use a ranger encounter attack, for each attack you make as part of that attack power, you treat the next attack as part of that power as having +1[W] damage for the purposes of the Versatile property. If you are wielding two Heavy Blades, you count as wielding both of them with both hands during that power.
Class, Defense, Mark Punishment, Mobility, Teamwork, Weapon Specialization
Prerequisites: Fighter class, enforce challenge class power, Nerathan High Blade Student feat
Benefit: When you are wielding a Heavy Blade with the Versatile weapon property and you have proficiency with that weapon, you gain the following benefits:
► Enemies that are adjacent to you do not get to roll their attack roll twice for having combat advantage against you. Other benefits, such as Sneak Attack, still apply.
► If you are wielding your weapon in one hand, you can trigger your enforce challenge class power when the triggering enemy is 1 square outside your reach, and shift 1 square as part of that power before making the attack. The distance you can shift increases to 2 squares at 21st level.
► If you are wielding your weapon in both hands, for each of your allies adjacent to the target of your enforce challenge you increase the damage your attack deals from the Versatile property by +1.
Class, Damage Bonus, Defense, Skill Enhancement, Weapon Specialization
Prerequisites: Fighter class, Ranger class or Warlord class; proficiency with any Heavy Blade that has the Versatile property
Benefit: You gain a +2 feat bonus to Endurance checks.
Also, you gain the following benefits when you are wielding a Heavy Blade with the Versatile property and you have proficiency with that weapon, you gain the following benefits with martial at-will attacks:
► If the attack allows you to move and you are wielding your weapon in one hand, you gain the bonus to damage from the Versatile property.
► If the attack does not allow you to move and you are wielding your weapon in both hands, you gain a +1 bonus to AC until the start of your next turn or until you move, whichever comes first.
Class, Damage Bonus, Fire, Racial, Support, Triggered
Prerequisites: Tiefling race, Artificer class, Arcane Rejuvenation feature
Benefit: When an ally gains temporary hit points from your Arcane Rejuvenation class feature, his or her next attack roll before the end of his or her next turn deals additional fire damage. The fire damage equals your Charisma modifier if the ally used an item's daily power, or half this amount in case of an item's encounter power.
The additional fire damage for a daily power increases to 2 + your Charisma modifier at 11th level, and to 5 + your Charisma modifier at 21st level.
Multiclass
Mobility Hindrance, Multiclass Net, Power Repertoire, Proficiency Gain, Weapon Specialization
Prerequisites: Strength 13, Dexterity 13
Benefit: You gain proficiency with the net.
Also, when you make a Weapon attack using a net and hit, the target is also slowed until the end of your next turn.
In addition, you can learn the following powers as multiclass powers.
Net
Attack 3
Net Sweep
EncounterStandard Action
You sweep your net around, smashing your foes and battering down their weapons
Martial, Weapon
Requirement:  You must be wielding a net.
Attack:  Close weapon burst  (each creature in the burst)
Strength vs. Fortitude
Hit:  1[W] + Strength modifier damage, and the target is battered until the end of your next turn.
Level 17:  If you know this power as an encounter attack power of 17th level or higher, the damage is 2[W] + Strength modifier, and the power gains the following miss entry:
Miss:  The target takes a -2 penalty to the first attack roll it makes before the end of your next turn.
While battered, the target is slowed and takes a -2 penalty to attack rolls.
Net
Utility 6
Net Shield
EncounterMinor Action
You sping your net around to foil your enemies' attacks
Martial
Requirement:  You must be wielding a net.
Personal
Effect:  Until the start of your next turn or until you are not longer wielding a net, you gain a +2 power bonus to AC and Reflex defense.
Net
Attack 9
Net Trap
DailyStandard Action
You fling the net so that it falls over yuour enemy and, the more the foe struggles, the tighter the net's grasp becomes
Martial, Weapon
Requirements:  You must be wielding a net.
Attack:  Melee weapon +4 reach  (one creature)
Strength vs. Reflex
Hit:  2[W] + Strength modifier damage, and the target is caught in your net (until escape).
Level 25:  If you know this power as a daily attack power of 25th level or higher, the damage increases to 4[W] + your Strength modifier.
While the target is caught, it is grabbed by you and takes a -5 penalty to both attack rolls and rolls made to escape the grab. You can sustain the grab as a minor action while the target remains within 5 squares of you.
Aftereffect:  The target is slowed until the start of its next turn.
While you have the target caught, you cannot use your net to attack. The effect ends if you move more than 5 squares away from it.
If the target would be pushed, pulled, or slid more than 5 squares away from you, you can attempt a saving throw. On a success, you stop the forced movement so that the target is 5 squares away from you.
Miss:  Half damage, and the target is caught in the net until the end of its next turn or until it escapes, whichever comes first.
Pact
Class, Condition Infliction, Power Enhancement, Skill Enhancement
Prerequisites: Warlock class, Sorcerer-King Pact feature
Benefit: You gain a +2 feat bonus to Bluff checks.
Also, when you enhance your hand of blight attack power with your Fell Might, you can choose to weaken the target instead of dealing the additional damage from enhancing normally. The target is weakened until the end of your next turn.
Pact
Class, Damage Bonus, Damage Resistance, Power Enhancement, Psychic, Triggered
Prerequisites: Warlock class, Sorcerer-King Pact feature, Warlock's Curse feature, Nibenese Bride feat
Benefit: In addition to regaining the use of your Fell Might, when you drop an enemy under your curse to 0 hit points or fewer, each enemy cursed by you takes psychic damage equal to your Intelligence modifier.
This psychic damage increases to 3 + your Intelligence modifier at 11th level, and to 6 + your Intelligence modifier at 21st level.
Also, you can expend your Fell Might to enhance any power associated with this feat. If you do, when you hit with the enhanced power, you gain Insubstantial until the start of your next turn.
Associated Powers: shared agony (lvl 3), death's commands (lvl 7), all must sacrifice (lvl 13), devouring death (lvl 17), blades of vanquished armies (lvl 23), inevitable undercut (lvl 27)
Class, Condition Infliction, Critical
Prerequisites: Charisma 19, Wizard class
Benefit: When you score a critical hit with an arcane Illusion power, the target is also dazed by that power until the end of your next turn.
Class, Damage Bonus, Fear
Prerequisites: any shadow class
Benefit: You gain a +2 feat bonus to damage rolls with Fear powers.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Condition Infliction, Fear
Prerequisites: Assassin class
Benefit: When you hit a creature with a Fear power, that creature is dazed by that power until the start of its next turn.
Class, Fear, Forced Movement, Miss Mitigation
Prerequisites: Assassin class
Benefit: When you miss a creature with a Fear power, you can slide that creature 1 square.
Starting at 21st level, you can slide that creature 2 squares instead.
Attack Bonus, Combat Advantage, Weapon Specialization
Prerequisites: Dexterity 15
Benefit: When you attack with a Light Blade and you have combat advantage against the target, you gain a +1 bonus to attack rolls.
Animal Companion, Class, Defense, Mobility, Racial
Prerequisites: Halfling race, Nimble Reactions trait, Ranger class, Beast Mastery feature
Benefit: Your beast companion gains a +2 bonus to AC and Reflex against reactive strikes.
Also, if you have the second chance racial power, you can trigger that power when an attack hits your beast companion. If you do, any benefit that would normally apply to you, apply to your beast companion instead and effects applying to creatures within a distance of you apply within the same distance of your beast companion instead.
Class, Defense, Power Enhancement, Racial
Prerequisites: Halfling race, second chance racial power, any martial class
Benefit: When you make an enemy reroll an attack roll using your second chance racial, that enemy takes a -5 penalty to the second attack roll and can't score a critical hit on that roll.
Defense, Mobility
Benefit: When you run, you gain a +2 bonus to Reflex until the start of your next turn, and running doesn't cause you to grant combat advantage.
Class, Defense, Racial
Prerequisites: Dexterity 13, Halfling race, Nimble Reaction trait, any arcane class
Benefit: When you use an arcane area power, you gain an additional +4 bonus to all defenses against reactive strikes triggered by using that power.
Also, you can choose a number of creatures you target with that power equal to your Dexterity modifier. You do not provoke reactive strikes from the chosen creatures for using the power.
Attack Bonus, Class, Radiant, Support
Prerequisites: any divine class
Benefit: When you use a divine encounter power or a divine daily power with the Radiant keyword, you can choose to create a zone of light in a close burst 1 until the end of your next turn.
The zone is brightly lit, and squares adjacent to it are dimly lit. Allies in the zone gain a +1 power bonus to attack rolls with Radiant powers.
Multiclass
Multiclass Bahamut, Power Repertoire, Skill Training, Teamwork, Worship
Prerequisites: Wisdom 13, must worship Bahamut
Benefit: You gain training in the Religion skill.
Also, you gain the righteous judgement attack power.
In addition, you can learn the following powers as multiclass powers of the indicated level.
These Implement powers are simple yet effective. You use your highest ability for attack and damage rolls, and can use a weapon you have proficiency with as if you had implement proficiency with it. You do not count as having implement proficiency with the weapon for any other purposes.
Bahamut
Attack
Righteous Judgement
EncounterStandard Action
You whisper a bitter prayer, condemning your enemy to Bahamut's judgement
Divine, Implement
Attack:  Ranged 5  (one creature)
Ability vs. Will
Hit:  Both of the following benefits can be used once before the end of your next turn:
► If the target willingly moves, one ally within 5 squares of you can shift 2 squares as an immediate reaction.
► If the target makes an attack, one ally within 5 squares of you gains a +2 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of his or her next turn.
Level 11:  +3 power bonus to damage rolls.
Level 21:  +4 power bonus to damage rolls.
Bahamut
Attack 3
Hand of Justice
EncounterImmediate Reaction
A divine draconic claw appears and punishes your enemy for attacking a friend
Divine, Healing, Implement
Trigger:  An enemy within range that you can see hits an ally with an attack
Target:  Ranged 10  (the triggering enemy)
Effect:  The target takes damage equal to 3 + your ability modifier + your implement's enhancement bonus, and the triggering ally can spend a healing surge to regain hit points equal to his or her healing surge value.
Level 17:  If you know this power as an encounter attack power of 17th level or higher, the damage increases to 9 + your ability modifier + your implement's enhancement bonus.
Bahamut
Utility 6
Righteous Savior
EncounterImmediate Interrupt
You rush to your endangered ally's side to lend divine aid where it's most needed
Divine
Trigger:  An ally within 5 squares of you is hit by an attack
Personal
Effect:  You shift up to 5 squares to a space adjacent to the triggering ally, and the ally gains a +2 bonus to all defenses until the start of the currently acting creature's next turn.
Bahamut
Attack 9
Shining Purpose
DailyFree Reaction
Your vision reveals a path towards victory, allowing an ally to shrug off injuries and and seize the moment
Divine, Healing, Radiant
Trigger:  You hit an enemy
Target:  Close burst 4  (one ally you can see in the burst)
Effect:  The target ally can spend a healing surge to regain hit points equal to his or her healing surge value, and then make a basic attack against the triggering enemy with a +2 power bonus to the attack roll as a free reaction. His or her attack has the Radiant keyword and it deals an extra +2d10 radiant damage.
Level 25:  If you know this power as a daily attack power of 25th level or higher, the ally's attack deals an extra +4d10 radiant damage.
Class, Marking, Power Enhancement
Prerequisites: Avenger class, swear enmity class power
Benefit: When you use your swear enmity class power, you can choose to mark the target until the end of your next turn.
Channel Divinity, Class, Power Recovery, Power Repertoire
Prerequisites: Avenger class, Channel Divinity feature, swear enmity class power
Benefit: You gain the oath of urgency Channel Divinity power.
Channel Divinity
Utility
Oath of Urgency
EncounterMinor Action
You utter a prayer of need, calling upon your god to turn their eye upon a new foe
Divine
Channel Divinity: One Channel Divinity power per encounter.
Personal
Effect:  Your current oath target is no longer your oath target.
You regain your swear enmity class power and must immediately use it as a free reaction.
Class Combination, Teleportation
Prerequisites: Assassin class, shadow step class power, Avenger class, swear enmity class power
Benefit: When you teleport, you can add 2 squares to the teleport distance as long as you teleport adjacent to your oath target.
Class, Power Recovery, Racial, Second Wind
Prerequisites: Dwarf race, Dwarven Resilience trait, Assassin class, Infused Form feature
Benefit: When you use your second wind on your turn, you regain the use of the power you gained from your Infused Form class feature if you have already used it during this encounter.
Attack Bonus, Bloodied, Class, Second Wind
Prerequisites: Constitution 13, Wisdom 13, Fighter class
Benefit: If you are bloodied when you use your second wind, you gain a +1 bonus to attack rolls until the end of your next turn.
Class, Damage Bonus, Triggered
Prerequisites: Warlock class, Infernal Pact feature
Benefit: When you use your Dark One's blessing class power, you can choose to deal extra damage with the next warlock attack you make instead of gaining temporary hit points. If you do, you deal 2 extra damage.
The extra damage increases to +5 at 11th level and to +8 at 21st level.
Charge, Class, Critical, Power Enhancement, Weapon Specialization
Prerequisites: Fighter class, Ogremight Student feat
Benefit: When you are attacking with either a two-handed Hammer or a two-handed Mace and you have proficiency with that weapon, you gain the following benefits:
► Whenever you charge, you can score a critical hit on a natural roll of 19 or 20.
► You can use a power associated with this feat in place of a melee basic attack when charging on your turn.
Associated Powers: crushing blow (lvl 3), reckless strike (lvl 7), anvil of doom (lvl 13), mountain breaking blow (lvl 17), harrowing hammer (lvl 23), indomitable battle strike
Charge, Class, Critical, Power Enhancement, Weapon Specialization
Prerequisites: Warlord class, Ogremight Student feat
Benefit: When you are attacking with either a two-handed Hammer or a two-handed Mace, you gain the following benefits:
► Whenever you charge, you can score a critical hit on a natural roll of 19 or 20.
► When you charge and hit a target on your turn, you can still use one minor action to use warlord attacks that require you to have hit with an attack during your current turn. This does not give you additional actions during your turn, only the ability to use those powers after charging.
Charge, Class, Defense Penalty, Skill Enhancement, Weapon Specialization
Prerequisites: Fighter class or Warlord class; proficiency with any two-handed Hammer or two-handed Mace
Benefit: You gain a +2 feat bonus to Intimidate checks.
Also, if you charge while wielding either a two-handed Hammer or a two-handed Mace and you have proficiency with that weapon, you gain the following benefit:
You can choose to grant combat advantage until the start of your next turn. If you do and your charge attack hits, the target of that attack takes a -1 penalty to defenses until the end of your next turn.
Attack Bonus, Lightning, Thunder, Triggered
Benefit: When you hit with a Lightning attack power, you gain a +1 bonus to attack rolls with Thunder powers until the end of your next turn.
Class, Stealth
Prerequisites: Assassin class or Rogue class; trained in Stealth
Benefit: While you are hidden from an enemy, you can move through that enemy's space and remain hidden.
Class, Mobility, Power Enhancement
Prerequisites: Avenger class, swear enmity class power
Benefit: When you use your swear enmity class power, you can shift 2 squares closer to the target as a free reaction.
Class, Defense, Saving Throws, Triggered
Prerequisites: Sorcerer class, Wild Magic feature
Benefit: When you make your first attack roll each turn, choose odd numbers or even numbers.
If you chose odd and the result on the die is an odd number, your Chaos Burst class feature allows you to roll two saving throws against effects on you that a save can end instead of one. You can roll twice against the same effect, or roll once against two different effects.
If you chose even and the result on the die is an even number, your Chaos Burst class feature grants you a +3 bonus to AC until the start of your next turn instead of a +1 bonus.
Defense
Benefit: You gain a +2 feat bonus to Reflex.
Also, you gain a +2 bonus to AC and Reflex against burst and blast attacks when you are at least 2 squares away from the origin square.
Class, Miss Mitigation, Power Recovery, Racial, Reactive Strikes
Prerequisites: Wisdom 13, Elf race, elven accuracy racial power, Fighter class
Benefit: If you use your elven accuracy racial power to reroll the attack roll for a reactive strike and still miss, you do not expend the power.
Class, Mobility, Reactive Strikes
Prerequisites: Dexterity 13; any martial class or Monk class
Benefit: When an enemy provokes a reactive strike from you, you can choose to shift 1 square instead of making a melee basic attack.
This increases to shift 2 squares at 21st level.
Combat Advantage, Mobility
Benefit: While you are adjacent to an enemy granting combat advantage to you, your movement doesn't trigger attacks from that creature.
Defense, Reactive Strikes, Shield, Support
Benefit: When you hit with a reactive strike while you're using a shield, one ally adjacent to you gains a +2 bonus to AC and Reflex until the start of the triggering creature's next turn.
Forced Movement, Reactive Strikes
Benefit: When you make a reactive strike, you can make a bull rush instead of a melee basic attack. If you do and hit, the target also grants combat advantage until the start of its next turn.
Class, Condition Infliction, Mobility Hindrance, Reactive Strikes
Prerequisites: Rogue class, Sneak Attack feature
Benefit: When you hit with a reactive strike and deal Sneak Attack damage, the target is also slowed until the start of its next turn.
Power Enhancement, Racial, Reactive Strikes
Prerequisites: Dragonborn race, dragon breath racial power
Benefit: When you make a reactive strike, you can use your dragon breath racial power instead of making a melee basic attack. If you do, you must include the triggering enemy as a target.
Power Enhancement, Racial, Reactive Strikes
Prerequisites: Minotaur race, goring charge racial power
Benefit: When you make a reactive strike, you can use your goring charge racial power instead of making a melee basic attack. You can do this without expending the power, or even if you have already expended it.
When you use goring charge in this way, you don't charge, you only make the attack against the triggering enemy.
Class, Combat Advantage, Reactive Strikes, Triggered
Prerequisites: Rogue class or Monk class
Benefit: When you either hit with an enemy with a reactive strike or an enemy misses you with a reactive strike, that enemy grants combat advantage to you until the end of your next turn.
Mobility, Reactive Strikes
Benefit: When you hit with a reactive strike, you can shift 1 square as a free reaction.
Forced Movement, Implement Specialization
Prerequisites: Wisdom 13
Benefit: You gain a +1 bonus to the number of squares you pull, push or slide a a target when using an orb implement.
Bloodline
Class, Implement Specialization, Power Enhancement, Vistani Heritage
Prerequisites: Wizard class, Orb of Imposition feature, Vistani Heritage feat
Benefit: Your evil eye of the Vistani bloodline power counts as an 1st-level at-will wizard attack for the purposes of your orb of imposition class power.
Class, Equipment, Power Enhancement
Prerequisites: Psion class, far hand class power
Benefit: While the target of your far hand class power is either in your space or adjacent to you, you can sustain the power as a free action on your turn.
Condition Negation, Teleportation
Benefit: Whenever you willingly teleport, you can choose to stand from prone or drop prone as part of the teleportation.
Attack Bonus, Class, Power Enhancement, Racial, Support
Prerequisites: Elf race, elven accuracy racial power, Shaman class, Spirit Companion feature
Benefit: When you use your elven accuracy racial power to reroll an attack roll for a shaman Spirit attack and that attack hits, each ally adjacent to your spirit companion gains a +2 power bonus to attack rolls against the target until the start of your next turn.
Class, Damage Bonus, Power Enhancement, Support
Prerequisites: Ardent class, ardent outrage class power
Benefit: Allies gain a +2 bonus to damage rolls against any target granting combat advantage from your ardent outrage class power.
This increases to a +3 bonus at 21st level.
Channel Divinity, Class, Condition Infliction
Prerequisites: Invoker class, Covenant of Wrath feature
Benefit: When you use your armor of wrath Channel Divinity power, you knock the target prone at the end of the push.
Charge, Class, Condition Infliction
Prerequisites: Barbarian class
Benefit: When you hit a target with a charge attack, you can knock the target prone.
Charge, Class, Condition Infliction, Critical, Forced Movement
Prerequisites: any martial class
Benefit: When you score a critical hit against an enemy with a charge attack, you can push that enemy 1 square and knock it prone.
Combat Advantage, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power
Benefit: When you hit a creature with your dragon breath racial power, you gain combat advantage against that creature until the start of your next turn.
Condition Infliction, Critical
Benefit: When you score a critical hit, you can also knock the target prone.
Class, Condition Infliction, Weapon Specialization
Prerequisites: Fighter class
Benefit: Whenever you use a Hammer or a Mace to make a Weapon attack against an enemy and that attack would slow that enemy, you can instead daze the enemy for the same duration.
Class, Healing
Prerequisites: Cleric class, healing word class power
Benefit: When you use your healing word class power or another divine Healing power that allows a target to spend a healing surge to regain hit points, the target regains additional hit points equal to 1d6 + your Charisma modifier.
These additional hit points regained increase to 2d6 + your charisma modifier at 11th level, and to 3d6 + your Charisma modifier at 21st level.
Also, whenever you deal damage to a bloodied enemy, use forced movement to move a bloodied enemy into damaging terrain, or prevent a bloodied enemy from leaving damaging terrain, you are stunned until the end of your next turn. Your DM might deem other actions against bloodied enemies as stunning you as well.
Class, Temporary Hit Points, Triggered
Prerequisites: Cleric class
Benefit: At the end of your turn, if you hit with an attack and have dealt no damage during the turn, you gain 3 temporary hit points.
These temporary hit points increase to 6 at 11th level, and to 10 at 21st level.
Multiclass
Multiclass Warlock, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Charisma 13
Benefit: You gain training in one skill from the warlock's class skill list.
Also, you must choose one of the Elritch Pacts. You gain your choice of one 1st-level at-will attack power that you would have had to choose as part of having the pact. You can use the chosen power as an encounter power.
In addition, you gain implement proficiency with rods and wands.
Bloodied, Racial, Saving Throws
Prerequisites: Human race
Benefit: While you are bloodied, you gain a +2 bonus to saving throws against ongoing damage.
Also, the first time during an encounter that you become bloodied, you ignore ongoing damage until the end of your next turn.
Class, Damage Bonus
Prerequisites: Avenger class, swear enmity class power
Benefit: The first time on each of your turns that you hit your oath target, you deal extra radiant and necrotic damage. The damage equals one-half your Wisdom modifier.
Class, Damage Bonus, Mark Punishment
Prerequisites: Paladin class, Divine Sanction feature
Benefit: When you attack a creature marked by you, you ignore that creature's resistances. If the creature has a damage immunity, you treat it as having a resistance equal to 5 + its level that you do not ignore.
Defense
Benefit: You gain a +1 bonus to Fortitude, Reflex, and Will.
Class, Combat Advantage, Forced Movement, Power Enhancement, Support, Weapon Specialization
Prerequisites: Warlord class, Partisan Polearm Student feat
Benefit: When you are attacking with a non-Spear Polearm and you have proficiency with that weapon, you gain the following benefits:
► When you push an enemy, choose one ally who can see and hear you. That ally gains combat advantage against the enemy you pushed until the end of your next turn.
► When you use a Warlord attack that enhances the next attack you make, you can push the first the first target you hit 2 squares. If your attack already pushes, you can increase the maximum distance by 2 instead.
Charge, Class, Combat Advantage, Condition Infliction, Forced Movement, Weapon Specialization
Prerequisites: Fighter class, Partisan Polearm Student feat
Benefit: When you are attacking with a non-Spear Polearm and have proficiency with that weapon, you gain the following benefits:
► You gain combat advantage until the end of your next turn against any enemy you push.
► You can use a Fighter encounter attack power that knocks the target prone in place of an melee basic attack when you charge.
Class, Condition Infliction, Critical, Skill Enhancement, Weapon Specialization
Prerequisites: Fighter class or Warlord class; proficiency with any non-Spear Polearm
Benefit: You gain a +2 feat bonus to History checks.
When you attack with a non-Spear Polearm and you have proficiency with that weapon, you gain the following benefit with martial at-will attacks:
► When you score a critical hit with a power that slides or pushes the target, you can knock the target prone instead of the forced movement.
Attack Bonus, Initiative, Racial, Skill Enhancement
Prerequisites: Revenant race
Benefit: Before you roll initiative, you can choose to take a -10 penalty to your roll.
If you do so, you gain a +2 bonus to attack rolls, ability checks, and skill checks until the end of your first turn. If you can act during the surprise round, you gain the bonus until the end of your turn on the first full round.
Power Repertoire, Racial
Prerequisites: Revenant race, Past Life trait, dark reaping racial power
Benefit: You gain the racial power of the race you chose with your Past Life racial trait. If that race has more than one racial power, choose one of the powers, and you gain only that one.
During each encounter, you can use either that power or your dark reaping racial power, but not both.
Spellscar
Damage Bonus, Fire, Power Enhancement, Racial, Spellscar
Prerequisites: Human race
Benefit: You deal 1 extra fire damage with encounter attacks and daily attacks.
This extra fire damage increases to 2 at 11th level, and to 3 at 21st level.
If you have the Student of the Plague feat, the extra fire damage is 2, and increases to 3 at 11th level and to 5 at 21st level.
Class, Power Enhancement, Racial, Saving Throws
Prerequisites: Githzerai race, Ardent class, ardent surge class power
Benefit: When you use your ardent surge class power, the target can also make a saving throw against any one effect that dazes, dominates, or stuns him or her.
Class, Skill Enhancement
Prerequisites: Warlock class, Shadow Walk feature
Benefit: When you take this feat, choose two skills.
While you have concealment from your Shadow Walk class feature, you gain a +2 bonus to skill checks with the chosen skills.
Class
Prerequisites: Strength 17, Wisdom 17, Ranger class, Hunter's Quarry feature
Benefit: When you have no quarry and you use your hunter's quarry class power, you can also designate a second target within 5 squares of the first target as your quarry as well.
When designating a new quarry, you decide which of the previous two quarries is no longer your quarry.
Power Enhancement, Racial, Second Wind
Prerequisites: Githzerai race, iron mind racial power
Benefit: When you are hit by an attack, you can expend your iron mind racial power as an immediate interrupt.
If you do, you use your second wind instead of your racial power's normal effect.
Bloodied, Class, Defense, Support
Prerequisites: Warlord class
Benefit: While you are conscious, bloodied allies who you can see and who can hear you do not grant combat advantage from being flanked.
Bloodied, Power Enhancement, Racial, Triggered
Prerequisites: Shardmind race, shard swarm racial power
Benefit: You can use your shard swarm racial power as an immediate reaction when you become bloodied.
Action Point, Racial
Prerequisites: Human race
Benefit: When you spend an action point to take an extra action, you can end one effect on you that a save can end before resolving the action.
If you are not affected by an effect that a save can end, you can attempt a saving throw to end one effect that normally does not end on a save instead.
Spellscar
Fire, Necrotic, Ongoing Damage, Spellscar
Benefit: When a creature fails a saving throw against ongoing damage from one of your attacks, one creature adjacent to it takes fire and necrotic damage equal to that ongoing damage.
If you have the Student of the Plague feat, the fire and necrotic damage equals the ongoing damage plus 5.
Damage Bonus, Miss Mitigation, Teamwork
Benefit: When you miss an enemy granting combat advantage to you with an encounter attack power, the first ally that hits the enemy before the start of your next turn deals +2 additional damage.
This additional damage increases to +4 at 11th level, and to +6 at 21st level.
Class, Marking
Prerequisites: Paladin class, divine challenge class power
Benefit: Once per encounter, if you didn't engage the target of your divine challenge class power, you can choose for the Divine Sanction to continue as if you did engage the target.
Bloodline
Power Enhancement, Vistani Heritage
Prerequisites: Vistani Heritage feat
Benefit: The target of your evil eye of the Vistani bloodline power is affected by your evil eye until the end of your next turn or (save ends), whichever lasts longer.
Poison, Saving Throw Penalty
Benefit: Your targets take a -2 penalty to saving throws made against your Poison effects.
Familiar
Familiar, Triggered
Prerequisites: Arcane Familiar feat
Benefit: When your familiar is destroyed, an echo of its spirit remains. Treat your familiar as in its active state until the end of your next turn, at which time the spirit fades away.
Condition Negation, Flanking, Racial, Teamwork
Prerequisites: Human race
Benefit: While you are dazed, you can still flank enemies, and you can take a single opportunity action if you haven't taken one since the start of your previous turn.
Class, Damage Bonus
Prerequisites: any divine class
Benefit: When you hit a target that has vulnerable radiant with a divine attack that does not deal radiant damage, you still trigger that vulnerability.
Class, Damage Bonus, Psychic, Triggered
Prerequisites: Psion class
Benefit: Whenever a creature fails a saving throw against an effect caused by one of your Psion attack power, it gains vulnerable 3 psychic until the end of its next turn.
This vulnerability increases to 6 at 21st level.
Class, Mobility, Racial, Support
Prerequisites: Hobgoblin race, Bard class, Virtue of Valor feature
Benefit: When you use the free reaction from your Virtue of Valor class feature, you and each ally adjacent to you can shift 1 square as a free reaction. This movement happens simultaneously, and each ally who chooses to shift must end the shift adjacent to you.
Starting at 21st level, the shift increases to a maximum of 2 squares.
Class, Defense, Shield, Support
Prerequisites: Fighter class or Warlord class; proficiency with light shields or heavy shields
Benefit: When you are using a shield and able to take actions, allies adjacent to you gain a +1 shield bonus to AC.
If you have the Shield Specialization feat, adjacent allies also gain a +1 shield bonus to Reflex.
Class, Combat Advantage, Critical
Prerequisites: Wizard class
Benefit: When you have combat advantage against a creature, any arcane Illusion power that you use against that creature can score a critical hit on a natural roll of 19 or 20.
Class, Power Enhancement, Racial, Stealth, Teamwork
Prerequisites: Gnome race, fade away racial power, Artificer class, shielding elixir class power
Benefit: In addition to its usual trigger, you can also trigger your fade away racial power when an ally affected by your shielding elixir class power takes damage.
If you trigger your fade away on an ally taking damage, both you and the ally gain the benefits of the power unti the start of the acting creature's next turn or until one of you makes an attack.
Class, Racial, Teleportation, Triggered
Prerequisites: Halfling race, second chance racial power, Assassin class, shadow step class power
Benefit: When you use your second chance racial power, you can use your shadow step class power as a free interrupt after the attack has been resolved.
Class, Combat Advantage
Prerequisites: Charisma 13, Wizard class, Illusion Specialization feature
Benefit: When you hit a target with an arcane Illusion power, you gain combat advantage against that target until the end of your next turn.
If the Illusion power you used has an effect that a save can end, you instead gain combat advantage until the end of your next turn or until it saves against the effect, whichever lasts longer.
Damage Bonus, Size-based, Weapon Specialization
Benefit: You gain a +1 bonus to Weapon damage rolls against targets that have a size category larger than yours.
This bonus to damage increases to +2 at 11th level, and to +3 at 21st level.
Critical, Weapon Specialization
Prerequisites: Strength 21, Constitution 17
Benefit: When you make a Weapon attack with a Pick, you can score a critical hit on a natural roll of 19 or 20.
Damage Bonus, Weapon Specialization
Prerequisites: power strike attack power
Benefit: When you use your power strike class power with a Pick, you deal maximum damage on a natural roll of 18 to 19.
Class, Necrotic
Prerequisites: any divine class
Benefit: Your divine Necrotic powers ignore an amount of resist necrotic. The amount equals one-half the ability modifier of the ability you use to make the attack.
The amount you ignore increases by 5 at 11th level, and by 10 at 21st level.
In addition, you treat a creature that is immune to necrotic as instead having resist necrotic equal to 15 + one-half its level.
Class Combination, Unarmed Combat
Prerequisites: Monk class, Monk Unarmed Strike feature, Rogue class, Sneak Attack feature
Benefit: You can deal your Sneak Attack damage with your monk unarmed strike, including with Monk attacks when you use your monk unarmed strike as the implement for them.
Also, you can use your monk unarmed strike with Rogue and Rogue paragon path powers and features that require the use of a Light Blade.
Attack Bonus, Class, Weapon Specialization
Prerequisites: any martial class
Benefit: Whenever you use a Pick to make a melee Weapon attack, you can target AC or Fortitude.
Class, Radiant
Prerequisites: any divine class
Benefit: Your divine Radiant powers ignore an amount of resist radiant. The amount equals one-half the ability modifier of the ability you use to make the attack.
The amount you ignore increases by 5 at 11th level, and by 10 at 21st level.
In addition, you treat a creature that is immune to radiant as instead having resist radiant equal to 15 + one-half its level.
Class, Defense, Implement Specialization, Miss Mitigation
Prerequisites: Invoker class
Benefit: When you miss each target with an Invoker encounter attack power while using a Staff, you gain a +2 bonus to all defenses until the start of your next turn.
Class, Condition Infliction, Grapple
Prerequisites: Strength 17, Fighter class
Benefit: A prone target you are grabbing can't stand from prone while it remains grabbed.
Basic Attack, Class, Condition Infliction, Mark Punishment, Mobility Hindrance, Weapon Specialization
Prerequisites: Fighter class
Benefit: Whenever you hit a target that is already marked by you with a basic attack using a two-handed weapon, the target is also immobilized until the start of your next turn.
Class, Healing, Condition Negation, Power Enhancement, Support
Prerequisites: Paladin class; lay on hands class power, virtue's touch class power
Benefit: When you use your lay on hands class power or virtue's touch class power, you can target one or two creatures.
If you target two creatures with your lay on hands class power, you spend only one healing surge.
Spellscar
Condition Infliction, Fire, Necrotic, Power Enhancement, Racial, Spellscar, Stealth
Prerequisites: Halfling race, second chance power
Benefit: When you use your second chance racial power and the triggering attack misses, the triggering creature takes fire and necrotic damage equal to 2 + one-half your level, and you become invisible to it until the end of your next turn.
If you have the Student of the Plague feat, the triggering creature takes fire and necrotic damage equal to one-half your level even if the triggering attack hits.
Spellscar
Bloodied, Damage Bonus, Necrotic, Ongoing Damage, Power Enhancement, Racial, Spellscar
Prerequisites: Dragonborn race, dragon breath racial power
Benefit: Your dragon breath racial power does necrotic damage in addition to the type or types it otherwise deals, and gains the Necrotic keyword.
Also, while you're bloodied, your dragon breath deals +2 damage.
This additional damage increases to +3 at 11th level, and to +4 at 21st level.
If you have the Student of the Plague feat, each target you hit with your dragon breath racial power also takes ongoing 5 necrotic damage (save ends).
This ongoing damage increases to 7 at 11th level, and to 10 at 21st level.
Spellscar
Damage Bonus, Healing, Necrotic, Power Enhancement, Racial, Spellscar
Prerequisites: Shifter race, longtooth shifting racial power
Benefit: Your longtooth shifting racial power gains the Necrotic keyword. Whenever you regain hit points from the regeneration granted by that power, each creature adjacent to you takes necrotic damage equal to the number of hit points you regained.
The regeneration you gain increases by 1 at 11th level, and by 2 at 21st level.
If you have the Student of the Plague feat, an ally adjacent to you only takes 1 necrotic damage.
The necrotic damage an adjacent ally takes increases to 2 at 11th level, and to 3 at 21st level.
Spellscar
Fire, Necrotic, Power Enhancement, Racial, Spellscar
Prerequisites: Elf race, elven accuracy racial power
Benefit: Your elven accuracy racial power gains the Fire and Necrotic keywords. Whenever you use the power, you ignore cover and concealment on the rerolled attack roll, and the attack deals fire and necrotic damage in addition to its normal damage type or types, gaining those keywords.
If you have the Student of the Plague feat, and you hit with the triggering attack, creatures adjacent to the target take fire and necrotic damage equal to one-half your level.
Spellscar
Bloodied Enemy, Damage Bonus, Fire, Necrotic, Racial, Spellscar
Prerequisites: Tiefling race, Bloodhunt trait
Benefit: When you hit a bloodied enemy, that enemy also takes 3 necrotic damage. This is a separate source of damage.
This necrotic damage increases to 6 at 11th level, and to 10 at 21st level.
If you have the Student of the Plague feat, the damage is fire and necrotic instead.
Spellscar
Forced Movement, Power Enhancement, Racial, Spellscar, Teleportation
Prerequisites: Eladrin race, fey step racial power
Benefit: When you use your fey step racial power, either before or after you teleport, you can slide one creature adjacent to you 1 square.
This slide increases to a maximum of 2 squares starting at 21st level.
If you have the Student of the Plague feat, you can also teleport one creature adjacent to you 2 squares. If you slide a creature before teleporting, you teleport a creature after having teleported, and vice versa.
This teleport increases to 3 squares starting at 21st level.
Bloodied, Racial, Saving Throws
Prerequisites: Wilden race
Benefit: You gain a +5 bonus to saving throws against ongoing damage that lacks a damage type.
Also, while you are bloodied, you gain a +2 bonus to saving throws against all other ongoing damage.
In addition, you do not need to eat or sleep. Instead of sleeping, you enter a state of inactivity for 4 hours to gain the benefits of an extended rest. While in this state, you are fully aware of your surroundings and notice approaching enemies and other events as normal.
Multiclass
Attack Penalty, Multiclass Bahamut, Power Repertoire, Skill Training, Support
Prerequisites: Strength 13, must worship Bahamut
Benefit: You gain training in the Insight skill.
Also, you gain the Bahamut's shield attack power.
In addition, you can learn the following powers as multiclass powers of the appropriate levels. You use your highest ability modifier for the attack roll and damage roll.
Bahamut
Attack
Bahamut's Shield
EncounterStandard Action
You invoke the Platinum Dragon to shield yourself and others from harm
Divine, Weapon
Attack:  Melee weapon  (one creature)
Ability vs. AC
Hit:  1[W] + Ability modifier damage, and the target takes a -2 penalty to attack rolls until the start of your next turn.
Level 21:  2[W] + Ability modifier damage.
Miss:  The target takes a -2 penalty to attack rolls with the first attack it makes before the start of your next turn.
Bahamut
Attack 3
Dragon's Rebuke
EncounterStandard Action
Your strike awakens the dragon within you, giving you the drive to punish your foe should it fail to give your god his proper due
Divine, Weapon
Attack:  Melee weapon  (one creature)
Ability vs. AC
Hit:  2[W] + Ability modifier damage.
Level 17:  If you know this power as an encounter attack power of 17th level or higher, the damage increases to 4[W] + Ability modifier.
Effect:  You can use the following attack action at-will until the start of your next turn. This action does not have the Weapon keyword.
Opportunity Reaction:  Trigger: The target makes an attack that does not include as a target; You push the target 2 squares.
Level 17:  If you know this power as an encounter attack power of 17th level or higher, the maximum distance you can push the target increases to 4 squares.
Bahamut
Utility 6
Zealous Fury
DailyImmediate Reaction
When an enemy dishonors you by attacking an ally, you intercede to ensure your enemy does not make the same mistake twice
Divine, Healing
Trigger:  An ally within 10 squares of you is hit by an enemy's attack
Target:  Ranged 10  (the triggering ally)
Effect:  The target regains hit points equal to his or her healing surge value. If the target has abilities that activate on spending a healing surge to regain hit points, those abilities can trigger from this power.
You teleport adjacent to the triggering enemy, and mark that enemy (save ends).
Bahamut
Attack 9
Righteous Intolerance
DailyStandard Action
Filled with righteous fury, you unleash divine wrath to penetrate your opponent's defenses
Divine, Radiant, Weapon
Attack:  Melee weapon  (one creature)
Ability vs. AC
Hit:  2[W] + Ability modifier radiant damage.
Level 25:  If you know this power as a daily attack power of 25th level or higher, the radiant damage increases to 6[W] + Ability modifier.
Miss:  Half damage.
Effect:  Bahamut's divine fury radiates from the target (save ends).
While it radiates, when an ally within 3 squares of the target takes damage, that ally gains temporary hit points equal to one-half your level after the damaging effect has been resolved. You can then use a free reaction to shift your speed to a square adjacent to that ally.
Aftereffect:  The target is dazed until the end of its next turn.
Attack Bonus, Class, Miss Mitigation
Prerequisites: Avenger class, Censure of Retribution feature, swear enmity class power
Benefit: If you miss your oath target with an attack, you gain a +2 bonus to the next attack roll you make against it.
If you do not make an attack against your oath target before the end of your next turn, the bonus is lost. If you miss with your next attack roll, increase the bonus by +1 each time you miss and the bonus remains until the end of your following turn.
Class, Critical, Reactive Strikes, Weapon Specialization
Prerequisites: Fighter class
Benefit: When you make a reactive strike using a Light Blade you have proficiency with, you can score a critical hit on a natural roll of 19 or 20.
If you have the Light Blade Mastery feat, this increases to a natural roll of 18, 19 or 20.
Attack Bonus
Benefit: If you make ranged attack against a foe within 5 squares of you, your attack ignores cover and concealment, and treats superior cover as cover.
Class, Power Enhancement, Weapon Specialization
Prerequisites: Monk class, Flurry of Blows feature
Benefit: When your Flurry of Blows power is triggered by an attack you make with a Spear, one target of that power can be up to 2 squares away from you.
Damage Resistance
Benefit: You gain resist poison equal to one-half your level (minimum 1).
If you already resist poison, you instead increase that resist by 5.
Saving Throws
Prerequisites: Constitution 13
Benefit: You gain a feat bonus to saving throws against Poison effects. The bonus equals your Constitution modifier.
Spellscar
Racial, Saving Throws, Spellscar, Temporary Hit Points
Prerequisites: Dwarf race
Benefit: Whenever you successfully save against a Poison effect, you gain temporary hit points equal to 1 + one-half your level.
If you have the Student of the Plague feat, you also gain a +2 bonus to saving throws until the end of your next turn in addition to the temporary hit points.
Combat Advantage, Poison
Benefit: You gain combat advantage against enemies affected by a Poison effect.
Multiclass
Damage Bonus, Multiclass Poisoner, Poison, Skill Training
Prerequisites: trained in Dungeoneering or trained in Nature
Benefit: You gain training in the Thievery skill.
Also, your attacks ignore the first 5 points the target's resist poison.
This increases to ingoring the first 10 points at 11th level, and to the first 15 points at 21st level.
In addition, you treat a creature that is immune to poison as having resist poison equal to 15 + one-half its level.
In addition, you can learn the following powers as multiclass powers of the indicated level:
Poisoner
Attack 3
Improvised Poison
EncounterNonaction Interrupt
In your experience with toxins, there's always something on hand to make an attack venomous
Poison
Trigger:  You use an at-will melee or at-will ranged attack on your turn
Special
Effect:  The triggering power gains the Poison keyword. If the power deals typed damage, you can choose to change all typed damage to poison. If you do, the power loses the corresponding damage keyword.
The first target you hit with the triggering power takes ongoing 5 poison damage (save ends) and grants combat advantage until the end of its next turn.
Special:  If the triggering attack misses all targets, you regain the use of this power at the start of your next turn.
Poisoner
Utility 6
Potent Poison
EncounterFree Interrupt
Your poisons have an insidious effectiveness
Trigger:  You miss an attack roll with a Poison power
Special
Effect:  You reroll the triggering attack roll.
Poisoner
Attack 9
Progressive Poison
DailyNonaction Interrupt
You imbue your attack with a withering poison that diminishes your foe more the longer the poison acts
Poison
Trigger:  You use an at-will melee or at-will ranged attack
Special
Effect:  The triggering power gains the Poison keyword. If the power deals typed damage, you can choose to change all typed damage to poison. If you do, the power loses the corresponding damage keyword.
The first target you hit with the triggering power is affected by your progressive poison (save ends).
While affected, the target takes ongoing 10 poison damage, and has a -2 penalty to attack rolls.
Aftereffect:  Ongoing 5 poison damage (save ends).
First Failed Saving Throw:  While affected, the target is blinded instead of taking a -2 penalty to attack rolls.
Second Failed Saving Throw:  While affected, the target is also weakened.
Level 25:  If you know this power as a daily attack power of 25th level or higher, the ongoing poison damage increases to 20, and the aftereffect ongoing poison damage increases to 10.
Special:  If the triggering attack misses all targets, you regain the use of this power at the start of your next turn.
Animal Companion, Class, Ongoing Damage, Poison
Prerequisites: Ranger class, Beast Mastery feature; serpent companion or spider companion
Benefit: Whenever your beast companion hits a creature with a melee basic attack, that creature takes ongoing 5 poison damage (save ends).
This ongoing damage increases to 10 at 21st level.
Defense, Weapon Specialization
Benefit: While you are wielding a two-handed Polearm that you have proficiency with in two hands, you gain a +2 bonus to all defenses against charge attacks, and other attacks where the attacker moves to you from further away as part of the attack.
Flanking, Weapon Specialization
Benefit: When you make a melee Weapon attack with a Polearm that you have proficiency with against a target that is not adjacent to you, choose an unoccupied square that is adjacent to both you and the target. You are considered to occupy that square for the purpose of determining if you flank the target when resolving the attack.
Reactive Strikes, Weapon Specialization
Prerequisites: Strength 15, Wisdom 17
Benefit: When a nonadjacent enemy enters a square adjacent to you, you can make a reactive strike against that enemy with a Polearm you are wielding and have proficiency with. If you do, you grant combat advantage to that enemy until the end of the enemy's current turn.
Class, Condition Infliction, Forced Movement, Weapon Specialization
Prerequisites: Dexterity 15, Wisdom 15, Fighter class
Benefit: Whenever you make a Weapon attack with a Polearm or Spear you have proficiency with and push or slide the target more than 2 squares, you can choose to halve forced movement to knock the target prone at the end of the forced movement.
Class, Damage Bonus, Mark Punishment
Prerequisites: Wisdom 15, Fighter class, enforce challenge class power
Benefit: You gain a +1 bonus to the damage roll for the attack you make as part of your enforce challenge Fighter attack.
This bonus to damage increases to +2 at 11th level, and to +3 at 21st level.
You gain an additional +1 bonus to the damage roll if you are wielding a two-handed weapon.
This additional bonus increases to +2 at 21st level.
Attack Bonus, Damage Bonus, Dying, Racial
Prerequisites: Deva race
Benefit: When you drop to 0 hit points or fewer, you gain a +2 bonus to attack rolls and damage rolls until the end of the encounter.
Class, Healing
Prerequisites: Artificer class
Benefit: Your Artificer Healing powers restore 2 extra hit points.
The extra hit points increase to 3 at 6th level, to 4 at 11th level, to 5 at 16th level, to 6 at 21st level, and to 7 at 26th level.
Class, Mobility, Shapechange
Prerequisites: Druid class, Primal Predator feature, wild shape class power
Benefit: When you use your wild shape class power to change from your humanoid form to beast form, you can shift a number of squares equal to 1 + one-half your Dexterity modifier.
You do not gain the benefits of the Agile Form feat, even if you have it.
Damage Bonus
Prerequisites: Strength 15
Benefit: When making a melee Weapon attack, you can take a -2 penalty to the attack roll.
If you do, you gain a +2 bonus to the damage roll per [W] of damage, or a +4 bonus if you make the attack with a weapon wielded in two hands.
Special: Your DM can allow you to use this with non-Weapon attacks as well, such as those flavored as done with your body or a shield.
Class, Damage Bonus, Force, Psychic
Prerequisites: Psion class
Benefit: When you hit an enemy with a psion daily attack power, you gain a cascade benefit with unaugmented psion at-will attack powers against that enemy until the end of your next turn.
The cascade benefit is an additional 1d6 extra force or psychic damage, your choice. The power also gains the corresponding keyword. You can only gain this benefit once per creature.
The additional damage increases to 2d6 if you use a daily attack power of 15th or higher, and to 3d6 if you use a daily attack power of 25th level or higher.
Power Enhancement, Weapon Specialization
Prerequisites: power strike attack power
Benefit: Choose one of following specialization benefits:
Bladed Step: After you use your power strike attack power with a Light Blade or a one-handed Heavy Blade, you can shift 1 square after the triggering attack has been resolved. You also gain combat advantage against the target of the triggering attack until the end of your next turn.
Bludgeoning Staff: When you use your power strike attack power with a Staff, you can push the target up to 2 squares and shift 2 squares as part of resolving the hit.
Brutal Axe: When you use your power strike attack power with an Axe, you can knock the target of the triggering attack prone.
Driving Blade: When you use your power strike attack power with a Heavy Blade, you can slide each enemy adjacent to you 1 square after the triggering attack has been resolved. If abilities such as feats or items allow you to increase the distance of forced movement, calculate the increase and halve it for this effect.
Hooking Bludgeon: When you use your power strike attack power with a Hammer or Mace and the target of the triggering attack is adjacent to you, the target is also immobilized until the end of your next turn or until you are no longer adjacent to it. You also gain combat advantage against the target of the triggering attack until the end of your next turn.
Sweeping Polearm: When you use your power strike attack power with a Polearm, all enemies adjacent to you other than the target of the triggering attack take damage equal to your Wisdom modifier + your Polearm's enhancement bonus + the number of additional [W] of damage your power strike deals.
Special: You can choose this feat multiple times, and must choose a different specialization benefit each time. If your weapon qualifies for more than one specialization, you only gain the effect of one of your choice.
Class, Power Recovery, Psionics
Prerequisites: Psion class, Psionic Augmentation feature
Benefit: You can use a free action to expend a psion daily attack power to regain power points. The number of power points equals the highest augment cost for an at-will attack of the same level or lower.
Damage Bonus, Weapon Specialization
Prerequisites: Strength 15
Benefit: When making a ranged Weapon attack with a Heavy Thrown weapon, you can choose to take a -2 penalty to the attack roll.
If you do, you gain a +2 bonus to the damage roll per [W] of damage.
Special: Your DM can allow you to use this with non-Weapon attacks as well, if the flavour of the attack fits.
Attack Bonus, Charge, Damage Bonus, Forced Movement
Prerequisites: Strength 15
Benefit: When you charge, you gain a +2 bonus to damage rolls as part of that charge, and a +2 bonus to attack rolls when making a bull rush as part of that charge.
The bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Forced Movement, Power Enhancement, Racial
Prerequisites: Satyr race, lure of enchantment racial power
Benefit: When you use your lure of enchantment racial power, you can slide the target up to 6 squares, instead of the normal distance, and you can slide it into hindering terrain.
Class, Miss Mitigation, Power Recovery
Prerequisites: Fighter class
Benefit: Choose a fighter encounter attack power that you know and that has a single target and a single attack roll.
The chosen power gains the Reliable keyword. On a miss, you immediately regain the use of that power.
Special: Each time you gain a level, you can choose to remove this feat's benefit from the chosen power and choose a different power.
Attack Bonus, Class, Power Enhancement
Prerequisites: Shaman class, Stalker Spirit feature
Benefit: You gain a +2 bonus to attack rolls with your spirit's fangs class power.
Attack Bonus, Class, Critical, Support
Prerequisites: Wisdom 15, Ranger class, Hunter's Quarry feature
Benefit: When you score a critical hit against your quarry with a ranged attack, your allies gain a +1 bonus to attack rolls against that target until the start of your next turn.
Attack Bonus, Class, Psionics
Prerequisites: Psion class, Psionic Augmentation feature
Benefit: Whenever you hit with a psionic attack power that has been augmented with 2 or more power points, you gain a +1 bonus to attack rolls with unaugmented psionic at-will attack powers. The bonus lasts until the end of your next turn.
Attack Bonus, Basic Attack, Class, Damage Bonus, Weapon Specialization
Prerequisites: any martial class or Monk class
Benefit: Whenever you make a ranged basic attack using a thrown weapon that you have proficiency with, you can always use Dexterity for the attack roll and damage roll, even if the weapon has the Heavy Thrown property.
Charge, Class, Damage Bonus, Mobility, Shapechange
Prerequisites: Druid class, Primal Predator feature, wild shape class power
Benefit: When you charge while you are in beast form, you gain a +2 feat bonus to speed and a +1 bonus to damage rolls as part of that charge.
The bonus to damage increases to +2 at 11th level, and to +3 at 21st level.
Action Point, Class, Damage Bonus
Prerequisites: Ranger class, Hunger's Quarry feature
Benefit: When you spend an action point to take an extra action and deal your Hunter's Quarry damage as part of that action, it does not count towards your normal limit of dealing Hunter's Quarry damage only once per turn.
Class, Mobility, Racial
Prerequisites: Shifter race, any arcane class, razorclaw shifting racial power
Benefit: When you use a close arcane attack power while you are under the effect of your razorclaw shifting racial power, you can shift 1 square either before or after resolving that power.
Starting at 21st level, you can shift 1 square both before and after resolving the power.
Attack Bonus, Class, Miss Mitigation, Power Enhancement, Racial
Prerequisites: Shifter race, any primal class; longtooth shifting racial power or razorclaw shifting racial power
Benefit: When you use your shifter racial power, you can reroll once attack roll made with a primal attack that misses before the end of your next turn. You can take either result.
Class, Defense
Prerequisites: Psion class
Benefit: Whenever you hit an enemy with an unaugmented psionic at-will attack, you gain a +2 bonus to all defenses against melee attacks until the end of your next turn.
Class, Defense, Initiative, Support
Prerequisites: Warlord class, Combat Leader feature
Benefit: Any ally who benefits from your Combat Leader class feature also gains a +2 bonus to AC until the end of his or her first turn in an encounter (after any surprise round, if applicable).
Attack Bonus, Class, Miss Mitigation, Support
Prerequisites: Bard class, Virtue of Prescience feature
Benefit: You can use the following action as an alternative to the action from your Virtue of Prescience:
Immediate Interrupt: Trigger: An ally within 10 squares of you misses with an attack roll; The triggering ally gains a power bonus to the triggering attack roll. The bonus equals your Wisdom modifier.
Class, Defense, Initiative, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: At the start of each encounter, you gain a +2 bonus to all defenses until the start of your first turn (after any surprise round, if applicable).
Also, whenever you hit an enemy with an unaugmented psionic at-will attack power, you can spend 1 power point to gain a +2 power bonus to all defenses until the start of your next turn.
Class, Support
Prerequisites: Bard class, Virtue of Prescience feature
Benefit: When you use your Virtue of Prescience to grant a power bonus to an ally, increase that bonus by 2.
Action Point, Class, Power Recovery, Support
Prerequisites: Bard class, Virtue of Prescience feature
Benefit: When you spend an action point, you also regain one use of your Virtue of Prescience class feature.
Class, Mark Punishment, Power Enhancement
Prerequisites: Battlemind class, mind spike class power
Benefit: You can use your mind spike class power as an immediate interrupt instead of immediate reaction.
Class, Mobility, Racial, Support, Triggered
Prerequisites: Kalashtar race, Invoker class, Covenant of Preservation feature
Benefit: When you use a divine daily attack power on your turn, you can choose to gain the following effect instead of the normal benefit of your Covenant Manifestation:
You pull each ally within 5 squares of you 1 square.
This inscreases to pull up to 2 squares at 21st level.
Channel Divinity, Class, Extra Attack, Power Enhancement, Teamwork
Prerequisites: Invoker class, preserver's rebuke Channel Divinity power
Benefit: When you use your preserver's rebuke Channel Divinity power, you can choose to make the power have a range or special instead of personal, and the following fields instead of the normal effect:
Target: Special (the triggering ally)
Effect: The triggering ally makes a basic attack against the triggering enemy as a free reaction.
If you have the Preserver's Fury feat, the vulnerable applies if the triggering ally's attack hits, and lasts until the end of the triggering enemy's next turn.
Channel Divinity, Class, Damage Bonus, Power Enhancement, Teamwork
Prerequisites: Invoker class, preserver's rebuke Channel Divinity power
Benefit: When you use your preserver's rebuke Channel Divinity power and hit the triggering enemy with your first attack against it before the end of your next turn, the enemy gains vulnerable all until the end of your following turn. The vulnerable equals your Intelligence modifier.
Channel Divinity, Class, Mobility, Power Enhancement, Support
Prerequisites: Invoker class, preserver's rebuke Channel Divinity power
Benefit: When you use your preserver's rebuke Channel Divinity power, you can slide the triggering ally 1 square. If the ally is marked, you can also end that condition.
The slide increases to up to 2 squares at 21st level.
Class, Damage Bonus, Triggered
Prerequisites: Invoker class, Covenant of Preservation feature
Benefit: You gain a +2 bonus to damage rolls with divine attack powers while at least one bloodied ally is within 5 squares of you.
Channel Divinity, Class, Concealment, Power Enhancement, Racial
Prerequisites: Gnome race, Invoker class, Covenant of Preservation feature
Benefit: When you use your preserver's rebuke Channel Divinity power, you can also grant concealment to the triggering ally. The concealment lasts until the start of the acting creature's next turn.
Channel Divinity, Class, Damage Resistance, Power Enhancement, Racial, Support
Prerequisites: Shadar-kai race, Invoker class, preserver's rebuke Channel Divinity power
Benefit: When you use your preserver's rebuke Channel Divinity power, you can also make the triggering ally insubstantial. He or she remains insubstantial until the start of the acting creature's next turn.
Class, Combat Advantage, Critical
Prerequisites: Intelligence 15, Rogue class
Benefit: If you score a critical hit while you have combat advantage against the target, you gain combat advantage against it until the end of your next turn.
Class, Perception, Skill Enhancement
Prerequisites: Wisdom 15, Ranger class, trained in Perception
Benefit: Whenever you make a Perception check, you can roll twice and use the higher result.
Bloodied, Class, Healing, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: While you are bloodied in beast form, you gain regeneration 5.
Class, Marking, Power Enhancement, Racial
Prerequisites: Dragonborn race, Warden class; dragon breath racial power or dragonfear racial power
Benefit: When you use your dragon breath racial power or your dragonfear racial power, you can choose to mark each target. The mark lasts until the end of your next turn.
Basic Attack, Class, Damage Bonus, Weapon Specialization
Prerequisites: Seeker class
Benefit: You add either your Dexterity modifier or your Strength modifier to damage rolls with ranged basic attacks.
Bloodied, Class, Damage Bonus, Miss Mitigation, Racial
Prerequisites: Shifter race, any primal class; longtooth shifting racial power or razorclaw shifting racial power
Benefit: When you use your shifter racial power, your 1st-level at-will primal attacks deal deal damage on a miss if they normally do not. The damage equals 2 + your [Strength or Wisdom] modifier + the enhancement bonus of the weapon or implement used to make the attack. This effect immediately ends when you are no longer bloodied.
Bloodied, Class, Racial, Teleportation, Triggered
Prerequisites: Eladrin race, any primal class, fey step racial power
Benefit: The first time you are bloodied in an encounter, you can use your fey step racial power as an immediate reaction without expending it or even if you have already expended it.
Attack Bonus, Bloodied Enemy, Class
Prerequisites: Druid class, Primal Predator feature
Benefit: You gain a +1 bonus to attack rolls against bloodied enemies.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Halfling race, second chance power, any primal class
Benefit: When you use your second chance racial power, you gain a +2 bonus to damage rolls against the triggering enemy until the end of your next turn.
The bonus to damage increases to +5 at 11th level, and to +8 at 21st level.
Class, Initiative, Support
Prerequisites: Druid class, Primal Guardian feature
Benefit: When you roll initiative at the start of any encounter, one ally within 5 squares of you can reroll his or her initiative.
Bloodied, Class, Racial, Temporary Hit Points, Triggered
Prerequisites: Half-orc race, Half-orc Resilience trait, any primal class
Benefit: You gain additional temporary hit points from your Half-orc Resilience racial trait equal to your Constitution modifier.
Bloodied, Class, Power Recovery
Prerequisites: any primal class
Benefit: You can use the following action once per day:
Free Reaction: Trigger: You become bloodied; You regain the use of a primal daily attack power you have already used today.
Multiclass
Miss Mitigation, Multiclass Seeker, Power Repertoire, Skill Training
Prerequisites: Wisdom 13
Benefit: You gain training in the Nature skill.
Also, you gain the Seeker class power inevitable shot as a daily power. Unlike the normal class power, you do not regain the use of this when you spend an action point.
In addition, choose one 1st-level Seeker at-will attack power. You gain that power as an encounter power.
Class, Summoning
Prerequisites: Druid class
Benefit: Once per round, you can use a minor action to give a standard action command to a creature you summoned with a primal Summoning power.
Class Combination, Healing Surge
Prerequisites: Vampire class and any primal class
Benefit: Once per encounter, when you hit at least one enemy with a primal encounter attack power, you gain a healing surge.
Also, your number of healing surges increases by two.
Animal Companion, Attack Bonus, Class
Prerequisites: Ranger class, Beast Mastery feature
Benefit: Your beast companion gains the Prime Strike class feature, except you do not count as a creature for the purposes of determining if your companion gains the bonus to attack rolls.
You can choose feats that require the Prime Strike class feature, but the benefits apply to your beast companion instead of you.
Attack Bonus, Class
Prerequisites: Ranger class or Warlock class; Prime Shot feature
Benefit: You gain the benefit of your Prime Shot class feature with area burst attacks in addition to ranged attacks.
Attack Bonus, Class
Prerequisites: Warlock class, Warlock's Curse feature; Strength 15 and Prime Strike feature or Wisdom 15 and Prime Shot feature
Benefit: The bonus to attack rolls granted by your Prime Shot class feature or your Prime Strike class feature increases to +2 if the target is also under your curse.
Class, Damage Bonus
Prerequisites: Ranger class or Warlock class; Prime Shot feature or Prime Strike feature
Benefit: When you gain the benefit of your Prime Shot class feature or your Prime Strike class feature, you also deal +2 additional damage.
The additional damage increases to +4 at 21st level.
Attack Bonus, Class
Prerequisites: Ranger class, Hunter's Quarry feature; Strength 17 and Prime Strike feature or Wisdom 17 and Prime Shot feature
Benefit: The bonus to attack rolls granted by your Prime Shot class feature or your Prime Strike class feature increases to +2 if the target is also your quarry.
If you have both Strength 17 and Wisdom 17, you can gain the benefits with both Prime Strike and Prime Shot, if you have both.
Power Enhancement, Racial, Temporary Hit Points
Prerequisites: Genasi race, Elemental Manifestation trait
Benefit: Whenever you use the racial power from your Elemental Manifestation racial trait, you gain temporary hit points equal to 2 + your Strength modifier, your Constitution modifier, or your Dexterity modifier.
These temporary hit points increase to 5 + your ability modifier at 11th level, and to 8 + your ability modifier at 21st level.
Class, Saving Throws
Prerequisites: Warlock class, Infernal Pact feature
Benefit: If you fail a saving throw, you can take damage equal to the level of the effect's source, usually a creature's level. If you do, you can reroll that saving throw.
You can only do this once per effect each round. The damage you take cannot be reduced in any way.
Class, Ongoing Damage, Saving Throw Penalty
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: When you hit a target under your curse with a warlock attack that deals ongoing damage, the target takes a penalty to saving throws against that ongoing damage equal to the number of extra dice of damage you deal with your curse.
Class, Marking, Miss Mitigation
Prerequisites: Paladin class, Divine Sanction feature
Benefit: When you miss with a paladin attack that does not normally subject the target to your Divine Sanction, you can choose to place it under your sanction until the end of your next turn.
Bloodline
Class, Power Repertoire, Vistani Heritage
Prerequisites: Wizard class, Vistani Heritage feat
Benefit: Once per day, as a free action, you can swap one wizard daily attack spell you didn't prepare in place of one you did prepare of the same level or higher.
Also once per day, as a free action, you can swap one wizard utility spell you didn't prepare in place of one you did prepare of the same level or higher.
You choose the new power when you use the action.
Class, Defense
Prerequisites: Avenger class, Censure of Retribution feature, Oath of Enmity feature
Benefit: While you are adjacent to your oath target, you gain a +1 bonus to AC.
Condition Negation, Defense, Mobility, Saving Throws, Triggered
Prerequisites: Charisma 13
Benefit: You gain a +2 feat bonus to saving throws against effects that daze, stun, or dominate you, as well as ongoing psychic damage.
Also, when you succeed on a saving throw to end one of these effects, you can shift 1 square as a free reaction and gain a +2 bonus to Will until the start of your next turn.
Channe Divinity, Class, Power Enhancement, Saving Throws, Support
Prerequisites: Wisdom 19, Charisma 23, Paladin class, divine mettle Channel Divinity power
Benefit: When you use your divine mettle Channel Divinity power, you can choose to make it a Close burst 10 instead of ranged, and target each ally in the burst.
Animal Companion, Class, Defense
Prerequisites: Ranger class, Beast Mastery feature
Benefit: Whenever your beast companion is adjacent to you, you gain a +1 bonus to AC.
Bloodied, Damage Resistance, Racial
Prerequisites: Hamadryad race or Wilden race
Benefit: While you are bloodied, you have resist 5 all.
Bloodied, Class, Defense, Support
Prerequisites: Charisma 21, Warlord class
Benefit: While you are conscious, bloodied allies who can see you and who can hear you gain a +1 bonus to all defenses.
Class, Defense, Support
Prerequisites: Shaman class, Protector Spirit feature
Benefit: Your allies gain a +1 bonus to Fortitude, Reflex, and Will while adjacent to your spirit companion.
Class, Support, Worship
Prerequisites: any divine class, must worship a deity with the Protection domain
Benefit: Whenever an attack you make would damage an ally, you can choose to take the damage instead. You have resist 5 all against damage taken this way, though your other resists or immunities do not apply. You can choose to take the damage even when you are dominated.
The resist against this damage increases to 10 at 11th level, and to 15 at 21st level.
Attack Bonus, Bloodied, Class
Prerequisites: Strength 13, ability 13, Paladin class
Benefit: You gain a +1 bonus to attack rolls when either you or the target of that attack is adjacent to a bloodied ally.
Attack Penalty, Class, Support
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: When you hit an enemy under your curse with an attack, that enemy takes a -2 penalty to close and melee attacks against your allies until the end of your next turn.
Class, Damage Bonus, Power Enhancement
Prerequisites: Shaman class, Protector Spirit feature
Benefit: Your spirit's shield class power deals 1d8 + Wisdom modifier damage instead of what the power normally lists.
The power's damage increases to 2d8 + Wisdom modifier at 21st level.
Bloodied, Class, Power Enhancement, Psionics, Racial
Prerequisites: Warforged race, warforged resolve racial power, any psionic class, Psionic Augmentation feature
Benefit: When you are bloodied and use your warforged resolve racial power, you can choose to regain 1 power point instead of regaining hit points.
The number of power points you regain increases to 2 at 21st level.
Class, Forced Movement, Power Enhancement, Racial
Prerequisites: Kalashtar race, Psion class, distract class power
Benefit: When you use your distract class power, you can also slide the target 2 squares to a space adjacent to an ally.
Class, Critical
Prerequisites: Intelligence 23, Wisdom 15, Charisma 15, Psion class
Benefit: When you make a psionic Implement attack, you can score a critical hit on a natural roll of 19 or 20.
Class, Defense, Implement Specialization
Prerequisites: Psion class
Benefit: When you use a ranged psion power using a staff against a target adjacent to you, it does not provoke a reactive strike from that target.
Class, Combat Advantage, Power Enhancement, Psionics, Racial
Prerequisites: Elf race, elven accuracy racial power, any psionic class, Psionic Augmentation feature
Benefit: Your elven accuracy racial power gains the Augmentable keyword with the following augment:
Augment 1: You gain combat advantage against the target of the triggering attack roll until the end of your next turn.
Charge, Class, Mobility, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: Whenever you run or charge, you gain a +2 bonus to speed. This does not stack with the Fast Runner feat.
As part of any movement, you can spend 1 power point to gain a +2 bonus to speed until the end of your current turn.
Arcane Defiling
Arcane Defiling, Power Enhancement
Prerequisites: any psionic daily attack power
Benefit: You gain the arcane defiling power and can use it with psionic daily attack powers. If you have other feats or abilities that affect your arcane defiling, those now affect your psionic powers in addition to arcane powers.
Bloodline
Attack Bonus, Damage Resistance, Dying
Prerequisites: Elan Heritage feat
Benefit: While you are at 0 hit points or fewer, you are insubstantial.
When you regain hit points so that you are no longer dying, you gain a +2 bonus to attack rolls with psionic powers until the end of your next turn.
Class, Damage Bonus, Psionics, Racial, Triggered
Prerequisites: Minotaur race, Ferocity trait, any psionic class, Psionic Augmentation feature
Benefit: When you make an attack as part of your Ferocity racial trait, you can spend 1 power point to deal +1[W] extra damage, or +1d8 extra damage if your attack is not a Weapon attack.
Class, Psionics, Saving Throws
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: While you have at least 1 power point, you gain a +1 bonus to saving throws.
Also, when you make a saving throw on your turn, you can spend 1 power point to gain a +2 feat bonus to saving throws until the end of your current turn.
Class, Damage Bonus, Power Enhancement, Psionics, Racial
Prerequisites: Half-orc race, furious assault racial power, any psionic class, Psionic Augmentation feature
Benefit: Your furious assault racial power gains the Augmentable keyword, and the following augment:
Augment 1:You deal damage to each enemy adjacent to you equal to your [Strength or Dexterity] modifier. If the triggering attack was made with a Weapon or Implement, you add its enhancement bonus to the damage. If the triggering attack deals a type of damage, your furious assault gains the corresponding keyword and this damage is of the same time.
Class, Initiative, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: You gain a +3 feat bonus to Initiative checks.
Also, when you roll initiative, you can spend 1 power point to increase this to a +6 feat bonus.
Attack Bonus, Class, Psionics, Reactive Strikes
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: You gain a +1 bonus to attack rolls with reactive strikes.
Also, when you make a reactive strike, you can spend 1 power point to gain a +2 power bonus to the attack roll.
Class, Power Recovery, Psionics, Racial, Second Wind
Prerequisites: Shardmind race, any psionic class, Psionic Augmentation feature
Benefit: When you use your second wind, you also regain 1 power point.
Action Point, Class, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: When you spend an action point to take an extra action, you can reduce the cost to augment any augmentable power you use during that action by 1 power point.
Class Combination, Power Recovery, Psionics
Prerequisites: Warlock class, Sorcer-King Pact feature, any psionic class, Psionic Augmentation feature
Benefit: When you use your fell might recovery class power, you can choose to regain 1 power point instead of regaining your fell might.
Class, Psionics, Skill Enhancement
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: Choose any skill. You gain a +2 feat bonus to checks with that skill.
Also, when you make a check with the chosen skill, you can spend 1 power point to gain a +3 power bonus to that check.
Special: You can take this feat more than one. Each time you take this feat, you must choose a different skill.
Class, Hit Points, Psionics, Second Wind
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: You gain 3 additional hit points.
These additional hit points increase to 6 at 11th level, and to 10 at 21st level.
Also, your when you use your second wind, you regain an additional 5 hit points.
These additional hit points regained increase to 10 at 11th level, and to 15 at 21st level.
Class, Combat Advantage, Defense, Movement, Power, Racial
Prerequisites: Changeling race, any psionic class, changeling trick racial power
Benefit: Your movement does not provoke reactive strikes from enemies granting combat advantage to you.
Also, you do not provoke reactive strikes at all from a target under the effects of your changeling trick racial power.
Class Combination, Healing Surge, Psionics
Prerequisites: Vampire class and any psionic class; Psionic Augmentation feature
Benefit: Once per encounter, when you hit at least one enemy with an augmented psionic attack, you gain a healing surge.
Once per encounter, you can use a minor action to spend a healing surge to gain 2 power points. These power points expire at the end of your current turn.
Class, Critical, Defense, Psychic
Prerequisites: Psion class
Benefit: Whenever you score a critical hit with a psionic power with the Psychic keyword, you gain a +2 bonus to all defenses until the end of your next turn.
Class, Damage Bonus, Fire, Racial, Psychic
Prerequisites: Tiefling race, any psionic class, Psionic Augmentation feature
Benefit: After you hit an enemy with an augmented psionic power, that enemy gains vulnerable 2 fire and vulnerable 2 psychic against your powers until the end of your next turn.
Both of these vulnerables increase to 4 at 11th level, and to 6 at 21st level.
Class, Healing, Power Enhancement, Racial
Prerequisites: Shifter race, any psionic class, longtooth shifting racial power
Benefit: Once per turn while you are under the effects of your longtooth shifting racial power and hit with a psionic attack on your, you immediately regain a number of hit points equal to one-half your regeneration value.
Damage Bonus, Psychic, Racial
Prerequisites: Shardmind race, Crystalline Mind trait
Benefit: You gain a +2 feat bonus to damage with Psychic powers. This applies to damage rolls, and to any damage where you apply either your weapon or implement's enhancement bonus.
This damage bonus increases to +3 at 11th level, and to +4 at 21st level.
Attack Penalty, Psychic
Benefit: Any target you hit on your turn with a power that has the Psychic keyword takes a -2 penalty to the first attack roll it makes before the end of your next turn.
Class, Power Enhancement, Racial
Prerequisites: Kalashtar race, Avenger class, Oath of Enmity feature, bastion of mental clarity racial power
Benefit: When you use your bastion of mental clarity racial power, you can change the triggering enemy to be your oath target.
Class, Combat Advantage, Kill Effect, Psychic
Prerequisites: any psionic class
Benefit: When you reduce an enemy to 0 hit points or fewer on your turn with a power that has the Psychic keyword, choose one other enemy you can see within 5 squares of the first enemy. You gain combat advantage against the chosen enemy until the end of your next turn.
Damage Bonus, Power Enhancement, Racial, Triggered
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: When you use your Nature's Aspect racial power, the first time an enemy attacks you with a close attack or area attack before the end of your next turn, that enemy takes lightning damage equal to 3 + your Wisdom modifier.
This lightning damage increases to 6 + your Wisdom modifier at 11th level, and to 10 + your Wisdom modifier at 21st level.
If you are in the Aspect of the Elements, you can choose a second enemy you can see. The chosen enemy takes half as much lightning damage as the triggering enemy.
Class, Critical, Damage Bonus, Weapon Specialization
Prerequisites: any martial class
Benefit: Whenever you score a critical hit using an axe you have proficiency, you treat rolls of 1 or 2 on the critical damage dice and the extra dice from the High Crit property as rolls of 3.
Class, Critical, Damage Bonus, Radiant
Prerequisites: any divine class
Benefit: Whenever you score a critical hit with a divine power that has the Radiant keyword, the target and each enemy within 5 squares of it gain vulnerable 5 radiant. If a creature already has vulnerable radiant, the value instead increases by 5. This lasts until the end of your next turn.
Class, Damage Bonus, Power Enhancement
Prerequisites: Seeker class, spirits' rebuke class power
Benefit: Your spirits' rebuke class power deals an additional +1[W] damage.
Class, Mark Punishment, Power Enhancement, Saving Throw Penalty
Prerequisites: Battlemind class, mind spike class power
Benefit: When you damage a target with your mind spike class power, the target takes a -2 penalty to the first saving throw it makes. If the target does not attempt any saving throws by the end of its next turn, this effect ends.
Class, Equipment, Rituals, Worship
Prerequisites: any divine class, must worship Moradin
Benefit: You have mastered the enchant magic item and make whole rituals, and can perform them without a ritual book.
Also, when using the enchant magic item ritual to enchant weapons or armor, you count as being three levels higher than you are.
In addition, once per day, you can perform the make whole ritual without expending components as long as the component cost would have been 100 gp or fewer.
Class, Forced Movement, Triggered
Prerequisites: Psion class
Benefit: Whenever an enemy fails a saving throw against an effect caused by one of your Psion attack powers, you can slide that enemy 1 square as a free reaction.
Damage Resistance, Defense
Benefit: You gain resist 10 psychic.
Also, while you are not bloodied, you gain a +2 bonus to Will defense.
Class, Power Enhancement, Saving Throws
Prerequisites: Shaman class, healing spirit class power
Benefit: When you use your healing spirit class power, you (if you are adjacent to your spirit companion) and each ally adjacent to your spirit companion can make a saving throw against an effect that a save can end.
If a character is not affected by an effect that a save can end, he or she can attempt a save against an effect that normally does not allow a save, but must roll twice and take the lower result.
Attack Bonus, Class, Radiant, Undead-hunting
Prerequisites: Charisma 15, any divine class
Benefit: You gain a +1 bonus to attack rolls against undead with Radiant powers.
Class, Combat Advantage, Power Enhancement
Prerequisites: Battlemind class, blurred step class power
Benefit: When you use your blurred step class power and end the shift adjacent to the triggering enemy, that enemy grants you combat advantage to you until the end of your next turn.
Animal Companion, Class, Extra Attack
Prerequisites: Wisdom 19, Ranger class, Beast Mastery feature
Benefit: You can use a minor action to command your beast companion to make a melee basic attack.
Equipment, Initiative
Prerequisites: Dexterity 13
Benefit: You gain a +2 feat bonus to Initiative checks.
You can draw a weapon (or an object, such as a potion, stored in a belt pouch, a bandolier, or a similar container) as part of the same action used to attack with the weapon (or use the object).
Familiar
Familiar, Mobility
Prerequisites: Arcane Familiar feat
Benefit: Once per turn, you can move your familiar as a minor action instead of a move action.
Class, Initiative, Mobility, Power Enhancement
Prerequisites: Battlemind class, speed of thought class power
Benefit: You can use your Charisma modifier instead of your Dexterity modifier to determine your Initiative bonus.
Also, when you use your speed of thought class power, you gain a +2 bonus to speed until the end of your next turn (after any surprise round, if applicable).
Healing
Benefit: You regain additional hit points for each healing surge you spend at the end of a short rest. The additional hit points regained equal one-half your level.
Class, Equipment, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: When you use your wild shape class power to change from your humanoid form to beast form, you don't automatically drop handheld items that aren't implements. Such items become part of your beast form.
However, you gain no benefit from a handheld item, such as a shield, that must be wielded to be functional, and you can use only the properties and powers of the item that don't require you to make an attack with it.
Class, Power Enhancement, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: You can use your wild shape class power as a free action during your turn.
Class, Power Enhancement, Racial, Teleportation
Prerequisites: Revenant race, Assassin class, dark reaping racial power, shadow step class power
Benefit: When you use your dark reaping racial power, the distance you can teleport with your shadow step class power increases by 1 square until the end of the encounter.
Class, Power Enhancement
Prerequisites: any arcane class
Benefit: Choose an arcane at-will attack power that you know that is used as a standard action.
Once per encounter, you can use the chosen power as a minor action.
Class, Mobility, Triggered
Prerequisites: Warden class, Font of Life Feature
Benefit: When you succeed at a save granted by your Font of Life class feature at the start of your turn, you gain +1 speed until the start of your next turn.
Damage Bonus, Psychic, Racial, Triggered
Prerequisites: Kalashtar race, Dual Soul trait
Benefit: Whenever an enemy dazes, dominates, or deals psychic damage to you, that enemy takes psychic damage equal to 5 + your Wisdom modifier.
This psychic damage increases to 10 + your Wisdom modifier at 21st level.
Condition Negation, Dying, Racial
Prerequisites: Kalashtar race, Dual Soul trait
Benefit: The first time each encounter that you are reduced to 0 hit points or fewer and don't die, you do not fall unconscious as a result of that condition. At the end of your next turn, you fall unconscious if you are still dying.
Damage Resistance, Racial
Prerequisites: Kalashtar race, Dual Soul trait
Benefit: You gain resist psychic equal to 5 + one-half your level.
Class, Combat Advantage, Radiant, Support
Prerequisites: Cleric class
Benefit: When you deal radiant damage to a creature that has vulnerable radiant, you can choose to not deal the additional damage.
If you do, you and your allies gain combat advantage against that creature until the end of your next turn.
Class, Power Enhancement, Racial, Radiant
Prerequisites: Dragonborn race, any divine class, dragon breath racial power
Benefit: When you use your dragon breath racial power, you can choose to deal radiant damage rather than the normal damage dealt by the power, and replace the damage type keyword with the Radiant keyword.
Radiant, Temporary Hit Points
Prerequisites: Constitution 13; Deva race or Astral Heritage feat
Benefit: When you hit with a Radiant power, you gain temporary hit points equal to your Constitution modifier.
These temporary hit points increase to 3 + your Constitution modifier at 11th level, and to 6 + your Constitution modifier at 21st level.
Multiclass
Class Combination, Damage Bonus, Multiclass Divine, Radiant
Prerequisites: Ranger class, Hunter's Quarry feature, any divine class multiclass feat
Benefit: You can have your hunter's quarry damage count as radiant damage for the purposes of triggering vulnerable radiant and other weaknesses that creatures might have.
Class Combination, Damage Bonus, Healing Surge, Radiant
Prerequisites: Barbarian class, any divine class
Benefit: When you spend a healing surge while you are raging, you can choose to deal additional radiant damage with first melee attack you make before the end of your next turn. The additional radiant damage equals your Charisma modifier.
The additional radiant damage increases to 2 + your Charisma modifier at 11th level, and to 5 + your Charisma modifier at 21st level.
Class, Power Repertoire, Radiant, Undead-hunting
Prerequisites: Paladin class, lay on hands class power
Benefit: You gain the radiant touch power. This counts as a Paladin power.
Paladin
Attack
Radiant Touch
EncounterMinor Action
You transform your divine healing into radiant energy to damage an undead
Divine, Implement, Radiant
Requirement:  You must have uses of your lay on hands class power available.
Attack:  Melee touch  (one undead creature)
Charisma vs. Fortitude
Hit:  You spend a healing surge to deal radiant damage to the target. The radiant damage equals your healing surge value.
This counts as a use of your lay on hands class power.
Class, Healing, Power Enhancement, Radiant
Prerequisites: Cleric class, healing word class power
Benefit: If you hit an enemy with a cleric attack that has the Radiant keyword, the first time you use your healing word class power before the end of your next turn, the target regains an additional 1d6 hit points.
These additional hit points regained increase to 2d6 at 21st level.
Class, Healing, Power Enhancement
Prerequisites: Barbarian class, Rageblood Vigor feature
Benefit: When you hit with the charge attack granted by your swift charge class power, you can use a free reaction to spend a healing surge to regain hit points equal to your healing surge value.
Class, Ongoing Damage
Prerequisites: Barbarian class
Benefit: When you hit a target with a Rage power, you can choose to reduce the damage to that target by 1[W] before you roll damage.
If you do, the target takes ongoing 5 damage (save ends). This ongoing damage lacks a type, even if the damage dealt by the Rage power has a type.
Starting at 11th level, you can choose to reduce the damage by 2[W] instead to make the target take ongoing 10 damage, and starting at 21st level, you can choose to reduce the damage by 3[W] instead to make the target take ongoing 15 damage. You can't reduce the Rage power's damage by more than it deals. For example, if a Rage power deals 2[W] damage, you can't reduce the damage by 3[W].
Class, Damage Bonus, Racial, Shapechange
Prerequisites: Dragonborn race, Dragonborn Fury trait, Druid class, wild shape class power
Benefit: While you are in beast form and bloodied, you gain a +2 bonus to damage rolls.
This damage bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Damage Bonus, Weapon Specialization
Prerequisites: Barbarian class
Benefit: While raging, you deal additional damage when you attack with a two-handed reach weapon that you have proficiency with and the target is not adjacent to you. The additional damage equals +1 per [W] of damage of the attack.
This additional damage increases to +2 damage per [W] of damage of the attack at 21st level.
Damage Bonus, Lightning, Thunder
Prerequisites: Constitution 13, Dexterity 13
Benefit: You gain a +1 bonus to damage with powers that have the Lightning keyword or the Thunder keyword.
This bonus to damage increases to +2 at 11th level, and to +3 at 21st level.
Animal Companion, Class, Forced Movement
Prerequisites: Ranger class, Beast Mastery feature; bear companion or wolf companion
Benefit: Whenever your beast companion hits a creature with a melee basic attack, it can push that creature 1 square.
Class, Mark Punishment
Prerequisites: Swordmage class; aegis of assault class power, aegis of ensnarement class power or aegis of shielding> class power
Benefit: The first time each round you use your aegis of assault, aegis of ensnarement, or aegis of shielding class power, it does not count toward the normal limit on the number of immediate actions you can take in one round.
Damage Bonus, Initiative
Benefit: You gain a +2 bonus to damage rolls with melee attacks until the end of your first turn (after the surprise round, if any).
This bonus to damage increases to +4 at 11th level, and to +6 at 21st level.
Class, Mark Punishment
Prerequisites: Fighter class, enforce challenge class power
Benefit: The first time each round you use your enforce challenge class power, it does not count toward the normal limit on the number of immediate actions you can take in one round.
Class, Healing, Power Enhancement
Prerequisites: Artificer class, at least one Magical Infusion power
Benefit: You can use your Magical Infusion powers as a free action on your turn instead of as a minor action. You can still only use one per round.
Class, Mark Punishment
Prerequisites: Battlemind class, mind spike class power
Benefit: The first time each round you use your mind spike class power, it does not count toward the normal limit on the number of immediate actions you can take in one round.
Healing
Prerequisites: Constitution 17
Benefit: While you have regeneration, the value of that regeneration increases by an amount equal to your Constitution modifier.
Class, Mark Punishment
Prerequisites: Warden class; warden's fury class power or warden's grasp class power
Benefit: The first time each round that you use either your warden's fury or warden's grasp class power, it does not count toward the normal limit on the number of immediate actions you can take in one round.
Class, Damage Bonus, Racial
Prerequisites: Human race, Rogue class, Sneak Attack feature
Benefit: When you deal Sneak Attack damage, you can choose to gain a bonus to the damage roll equal to the number of dice of damage your Sneak Attack deals.
If you do, you grant combat advantasge to all enemies until the end of your next turn.
Attack Penalty, Class, Fear, Power Enhancement
Prerequisites: any martial class, trained in Intimidate
Benefit: Choose a martial encounter attack power that you know and that either has an attack roll, triggers on a hit, or requires you to have hit an enemy during your current turn. The chosen power gains the Rattling keyword.
When you hit with the chosen power, trigger it, or use it, respectively, the target hit takes a -2 penalty to attack rolls until the end of your next turn. If the power has more than one target, each one that you hit takes this penalty.
Attack Penalty, Class, Fear, Power Enhancement, Racial
Prerequisites: Charisma 15, Tiefling race, infernal wrath racial power, Rogue class, trained in Intimidate
Benefit: When you use your infernal wrath racial power, any Rattling power you use against the target before the end of your next turn has an increased effect. Any penalties the target takes from the Rattling power increase by 2.
Class, Combat Advantage, Damage Resistance, Power Enhancement, Skill Enhancement, Undead-hunting, Worship
Prerequisites: Wisdom 15, Charisma 15, any divine class, must worship the Raven Queen
Benefit: You gain a +2 feat bonus to Intimidate checks.
Also, you gain the following benefits with divine at-will attacks:
► When you target an undead creature and would make the target takes a penalty to attack rolls, you can choose to instead make the target grant combat advantage for the same duration. If the penalty is only for one attack roll, the target only grants combat advantage for the first attack roll against it.
► When you would grant an ally a bonus to AC, you can choose to instead grant that ally resist necrotic for the same duration. The resist equals one-half your level + one-half your [Wisdom or Charisma] modifier.
Class, Damage Bonus, Racial, Undead-hunting
Prerequisites: Revenant race, Assassin class, Bleak Disciple feature
Benefit: The additional damage you deal from your Bleak Disciple class feature increases by +1, or by +2 when you add your Constitution modifier.
Also, you can add your Constitution modifier to the damage against any non-bloodied undead, instead of only one that is at full hit points or has regained hit points to become unbloodied.
The additional damage increases to +2 or +3, respectively, at 11th level, and to +3 or +5 at 21st level.
Class, Forced Movement, Undead-hunting
Prerequisites: Cleric class, must worship the Raven Queen
Benefit: Whenever you hit an undead creature with a divine encounter attack or a divine daily attack, you can also slide that creature 1 square as part of the hit. If the power already has forced movement, increase that forced movement by 1 square instead.
Class, Damage Bonus, Miss Mitigation, Racial, Undead-hunting
Prerequisites: Revenant race, Assassin class, Assassin's Shroud feature
Benefit: When you invoke your shrouds on an undead or shadow creature and the attack misses, you do not subtract one shroud before determining the damage.
Class, Power Repertoire, Teleportation, Undead-hunting, Worship
Prerequisites: Avenger class, Oath of Enmity feature, must worship the Raven Queen
Benefit: You gain the approaching scorn power as an avenger class power.
Avenger
Utility
Approaching Scorn
At-WillMinor Action
The Raven Queen's scorn for the undead flows through you, allowing you to step across a great distance
Divine, Teleportation
Requirement: Your oath target must be undead.
Personal
Effect: You teleport to a space adjacent to your oath target. You must be able to see the space and have line of effect to it.
Spellscar
Healing, Saving Throws, Spellscar, Support
Benefit: Whenever you target an ally with a Healing power, you can choose to take necrotic damage equal to 3 + one-half your level. This damage cannot be decreased in any way.
If you choose to take the damage, one ally of that Healing power regains additional hit points equal to your level.
If you have the Student of the Plague feat, an ally who regains hit points from this feat also gains a +2 power bonus to saving throws until the end of your next turn.
Damage Bonus, Power Enhancement, Racial
Prerequisites: Shardmind race, shard swarm racial power
Benefit: When you use your shard swarm racial power, each enemy in the burst takes damage equal to 5 + your Intelligence modifier, Wisdom modifier, or Charisma modifier.
Attack Penalty, Class, Mark Punishment, Racial
Prerequisites: Shifter race, razorclaw shifting racial power, Fighter class
Benefit: While you are under the effects of your razorclaw shifting racial power, any creature marked by you takes a -3 penalty to attack rolls from the mark instead of -2.
Class, Mobility, Racial, Triggered
Prerequisites: Shifter race, razorclaw shifting racial power, any primal class
Benefit: While you are under the effects of your razorclaw shifting racial power, you can use the following action:
Immediate Reaction: Trigger: An enemy damages you with an attack against AC or Reflex; You shift up to 2 squares.
This increases to shift up to 3 squares at 21st level.
Class, Marking, Mobility, Racial
Prerequisites: Shifter race, razorclaw shifting racial power, Warden class, Nature's Wrath feature
Benefit: While you are under the effects of your razorclaw shifting racial power, you can shift 1 square as part of the free action to mark from your Nature's Wrath class feature. You can shift either before or after marking.
Starting at 21st level, you can shift 2 squares if you shift before marking.
Class, Power Enhancement
Prerequisites: Invoker class
Benefit: When you use a close burst or close blast invoker power, you can target one additional enemy adjacent to the burst or blast. The target's space does not count as being part of the area of effect for purposes such as creating a zone.
Condition Negation, Power Enhancement, Racial
Prerequisites: Eladrin race, fey step racial power
Benefit: You can use your fey step racial power as an immediate interrupt with the following trigger and effect:
Trigger: You are pushed, pulled, or slid
Effect: You negate the triggering forced movement.
Class, Healing, Power Enhancement, Triggered
Prerequisites: Cleric class, healing word class power
Benefit: You can use your healing word class power as an immediate reaction with the following trigger and target:
Trigger: An ally within 5 squares of you drops to 0 hit points or fewer
Target: Close burst 5 (the triggering ally)
If you have the Supreme Healer feat, you can also target another ally that took damage from the same source.
Power Enhancement, Racial, Teleportation, Triggered
Prerequisites: Shadar-kai race, shadow jaunt racial power
Benefit: You can use your shadow jaunt racial power as an immediate reaction with the following trigger:
Trigger: You take damage
Attack Bonus, Damage Bonus
Prerequisites: Strength 13 or Dexterity 13
Benefit: During your first turn in every encounter, you gain the following benefits:
► +1 bonus to the first Weapon attack roll you make
► The first creature that you hit with a Weapon attack takes 2 extra damage from the attack.
The extra damage increases to 3 at 11th level, and to 4 at 21st level.
Damage Bonus, Proficiency Gain, Weapon Specialization, Worship
Prerequisites: must worship Nerull
Benefit: You gain proficiency with the sickle and the scythe.
Also, you gain a +2 feat bonus to damage rolls with these two weapons.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
In addition, you treat the sickle as having the High Crit weapon property, and the scythe as dealing 2d6 damage.
Class, Damage Bonus, Necrotic, Racial
Prerequisites: Constitution 13, Revenant race, dark reaping racial power, Ranger class, Hunter's Quarry feature
Benefit: When you deal necrotic damage using your dark reaping racial power to a target that is also your quarry, your attacks deal additional necrotic damage to that target until the end of your next turn. The additional necrotic damage equals your Constitution modifier, or half that if the attack is a multiattack.
The additional damage increases to 2 + your Constitution modifier at 11th level, and to 5 + your Constitution modifier at 21st level. You still halve this damage if the attack is a multiattack.
Damage Resistance, Racial, Saving Throws
Prerequisites: Revenant race, Death's Blessing feat
Benefit: You gain a +2 bonus to saving throws against Necrotic effects, and resist 5 necrotic.
The resistance increases to 10 at 11th level, and to 15 at 21st level.
Attack Bonus, Power Enhancement, Racial
Prerequisites: Revenant race, dark reaping racial power
Benefit: When you use your dark reaping racial power, you also gain a +2 bonus to the next attack roll you make.
Basic Attack, Power Enhancement, Racial
Prerequisites: Shadar-kai race
Benefit: You gain the following benefits with any ranged Implement attack that you can use as a ranged basic attack:
The power gains a range of Melee touch in addition to its normal range, and you can use it as a melee basic attack.
Class, Kill Effect, Mobility, Weapon Specialization
Prerequisites: Dexterity 15, Fighter class
Benefit: After you reduce an enemy to 0 hit points or fewer with an attack using a Heavy Blade you have proficiency with, you can step as a minor action until the end of your next turn.
Damage Bonus, Necrotic, Power Enhancement, Racial
Prerequisites: Constitution 15, Revenant race, dark reaping racial power
Benefit: When you use your dark reaping racial power, you can choose to gain the following effect instead of the power's normal effect:
Effect: The first burst or blast attack you make before the end of your next turn deals additional damage equal to your Constitution modifier.
Class, Damage Bonus, Necrotic, Power Enhancement, Racial, Support
Prerequisites: Revenant race, dark reaping racial power, Artificer class, Magical Infusion feature
Benefit: When you use your dark reaping racial power, choose one ally currently under the effects of your resistive formula or shielding elixir class power. The first attack that ally makes before the end of his or her next turn deals an extra +1d6 necrotic damage and gains the Necrotic keyword.
This additional necrotic damage increases to +2d6 if the attack is not a multiattack at 11th level, and to +3d6 at 21st level, or to +1d8 if the attack is a multiattack at 21st level.
Power Recovery, Racial
Prerequisites: Revenant race, dark reaping racial power
Benefit: You can use your dark reaping racial power two times during each encounter.
Class, Damage Bonus, Implement Specialization, Miss Mitigation, Necrotic, Power Enhancement, Racial
Prerequisites: Revenant race, dark reaping racial power; Assassin class or Vampire class
Benefit: When you use your dark reaping racial power, the first time you miss with an Implement attack using a ki focus or a Weapon enhanced by a ki focus before the end of the encounter, the target takes necrotic damage equal to twice the ki focus' enhancement bonus (minimum 1 damage).
This necrotic damage increases to 2 + twice the ki focus' enhancement bonus (minimum 3 damage) at 21st level.
Attack Bonus, Power Enhancement, Racial
Prerequisites: Revenant race, dark reaping racial power
Benefit: When use your dark reaping racial power, you gain a +2 bonus to attack rolls with powers that have at least one of the damage keywords that your dark reaping has. This last until the end of your next turn.
Class, Damage Bonus, Necrotic, Power Enhancement, Racial
Prerequisites: Revenant race, dark reaping racial power, Avenger class, Oath of Enmity feature
Benefit: If the triggering creature for your dark reaping racial power is your oath target, the power deals an additional +1d8 necrotic damage.
Class, Condition Infliction, Critical, Reactive Strikes, Weapon Specialization
Prerequisites: Fighter class, Reaving Axe Student feat
Benefit: When you are attacking with a one-handed Axe that you have proficiency with, you gain the following benefits:
► Whenever you score a critical hit against an enemy, you also knock that enemy prone.
► Enemies you knock prone provoke reactive strikes if they stand from prone before the end of your next turn.
► You can use fighter encounter attacks that can normally be used on a charge on an reactive strike an enemy triggers by standing up from prone.
Class, Condition Infliction, Critical, Reactive Strikes, Weapon Specialization
Prerequisites: Ranger class, Reaving Axe Student feat
Benefit: When you are attacking with a one-handed Axe that you have proficiency with, you gain the following benefits:
► Whenever you score a critical hit against an enemy, you also knock that enemy prone.
► Enemies you knock prone provoke reactive strikes if they stand from prone before the end of your next turn.
► You can use your Strength modifier in place of your Wisdom modifier for any effects when you make a ranger encounter attack.
Bloodied Enemy, Class, Damage Bonus, Mobility Hindrance, Skill Enhancement, Weapon Specialization
Prerequisites: Constitution 13, Fighter class, Ranger class or Warlord class; proficiency with any one-handed Axe
Benefit: You gain a +2 feat bonus to Athletics checks.
Also when you hit with a martial at-will attack or melee basic attack using a one-handed Axe that you have proficiency with and the target is bloodied, that target takes damage if it willingly moves more than 2 squares before the end of its next turn. The damage equals your Constitution modifier + the Axe's enhancement bonus.
Class, Condition Infliction, Critical, Reactive Strikes, Weapon Specialization
Prerequisites: Warlord class, Reaving Axe Student feat
Benefit: When you are attacking with a one-handed Axe that you have proficiency with, you gain the following benefits:
► Whenever you score a critical hit against an enemy, you also knock that enemy prone.
► Enemies you knock prone provoke reactive strikes if they stand from prone before the end of your next turn.
► Ranged attacks you make count as melee attacks for the purposes of your warlord encounter attacks.
Class, Critical, Extra Attack
Prerequisites: Fighter class
Benefit: The first time on each of your turns that you score a critical hit, you can make a melee basic attack as a free reaction. If you make the attack, you take a -2 penalty to AC until the start of your next turn.
Attack Bonus, Charge, Class
Prerequisites: any martial class or any primal class
Benefit: When you make a charge attack, you can take a -2 penalty to AC until the start of your next turn to gain a +1 bonus to attack rolls with the charge attack.
Attack Bonus, Class
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: You gain a +1 bonus to attack rolls against targets under your curse, and creatures under your curse gain a +1 bonus to attack rolls against you.
Class, Damage Bonus
Prerequisites: Barbarian class
Benefit: When you make a Rage attack, you can take a -2 penalty to the attack roll to deal +2 damage for each [W] of damage the attack deals.
This additional damage increases to +3 for each [W] at 21st level.
Class, Mobility
Prerequisites: Rogue class, Artful Dodger feature
Benefit: When a power allows you to shift, you can choose to move the same distance +2 squares instead.
Class, Racial, Summoning, Teleportation
Prerequisites: Eladrin race, fey step racial power, Artificer class
Benefit: Whenever you use your fey step racial power, you can also teleport each creature summoned by your artificer powers. You can teleport the summoned creatures up to the same number of squares you teleport (minimum 1 square, even if you did not teleport).
Attack Bonus, Class, Second Wind
Prerequisites: any martial class
Benefit: When you use your second wind, you can forgo the bonus to all defenses to instead gain a +2 bonus to all attack rolls until the end of your next turn.
Class, Combat Advantage, Power Enhancement, Racial, Support
Prerequisites: Shardmind race, shard swarm racial power, Ardent class, Ardent Mantle feature
Benefit: When you use your shard swarm racial power, the target also grants combat advantage to allies within the aura granted by your Ardent Mantle class feature until the end of your next turn.
Class, Defense, Support
Prerequisites: Artificer class
Benefit: Whenever you restore hit points to an ally using an artificer power, that ally gains a +2 bonus to all defenses until the end of your next turn.
Class, Fear, Saving Throws
Prerequisites: Constitution 13 or Intelligence 13; Warlock class
Benefit: When you deal damage with a Fear power or inflict a Fear condition on a creature, you can make a saving throw against one effect on you that ends on a save.
Healing, Power Enhancement, Racial
Prerequisites: Shardmind race, Shardmind race, shard swarm racial power
Benefit: When you use your shard swarm racial power, you can also spend a healing surge to regain hit points equal to your healing surge value.
Class, Power Enhancement, Saving Throws
Prerequisites: Shaman class, healing spirit class power
Benefit: When you use your healing spirit class power, the target can make a saving throw to end an effect that a save can end.
Attack Bonus, Class, Power Enhancement, Racial
Prerequisites: Warforged race, warforged resolve racial power, Invoker class
Benefit: When you use your warforged resolve racial power, you gain a +1 bonus to the first attack roll you make before the end of your next turn.
Class, Triggered
Prerequisites: Warlock class, bestow curse class power
Benefit: When an enemy under your curse is reduced to 0 hit points or fewer, you can use your bestow curse as a free reaction.
Action Point, Class, Miss Mitigation, Power Recovery, Support
Prerequisites: Warlord class, warlord's aura class power
Benefit: When an ally that can see and hear you and is in your warlord's aura spends an action point and makes an encounter attack as part of that action point, he or she regains that encounter attack at the start of his or her next turn if he or she missed all targets.
Attack Bonus, Class, Miss Mitigation
Prerequisites: Fighter class
Benefit: When you miss a creature with a martial Reliable attack, you gain a +4 bonus to attack rolls against that creature with that power until the end of your next turn.
Action Point, Class, Support, Temporary Hit Points
Prerequisites: Warlord class, Resourceful Presence feature
Benefit: When an ally who can see and hear you spends an action point to take an extra action and doesn't use that action to make an attack, he or she gains temporary hit points equal to 3 + your Wisdom modifier.
These temporary hit points increase to 6 + your Wisdom modifier at 21st level.
Class, Power Repertoire, Racial
Prerequisites: Half-elf race, Dilettante trait, any divine class
Benefit: Choose a 1st-level at-will attack power from a divine class other than your own. You can use the chosen power as an encounter power instead of using the power you gained from your Dilettante racial trait.
Multiclass, Racial, Skill Enhancement, Skill Training
Prerequisites: Revenant race, any class-specific multiclass feat that grants training in a skill
Benefit: Choose a skill from the class skill list of the class you have the prerequisite multiclass feat from. You gain training in that skill.
Also, you gain a +2 feat bonus to checks with the chosen skill and the skill you gained training in from the prerequisite feat.
Languages, Racial
Prerequisites: Deva race
Benefit: You can read, speak, and write Supernal.
If you wish it, listeners who don't speak Supernal can understand your words as if you used their native language.
Class, Power Repertoire, Racial
Prerequisites: Wisdom 13, Deva race, Wizard class, Arcane Spellbook feature
Benefit: You add an additional wizard power to your spellbook each time you add powers to it. Add an additional one for each level and category where you've already added powers to your spellbook.
This does not allow you to prepare additional powers for use or affect which levels of powers you can prepare.
Class, Damage Bonus, Defense Penalty, Mobility Hindrance, Weapon Specialization
Prerequisites: Ranger class, Rending Chains Student feat
Benefit: When you wielding a Flail that you have proficiency with, you gain the following benefits when attacking with it:
► When you hit with a martial melee encounter or martial melee daily attack, the target takes damage the first time it shifts before the end of your next turn. The damage equals your Strength modifier + your weapon's enhancement bonus.
► When you hit with a martial melee encounter attack that inflicts a penalty AC, you also inflict a penalty to Reflex for the same duration. The penalty equals one-half the penalty to AC.
Class, Condition Infliction, Damage Bonus, Mobility Hindrance, Weapon Specialization
Prerequisites: Fighter class, Rending Chains Student feat
Benefit: When you wielding a Flail that you have proficiency with, you gain the following benefits when attacking with it:
► When you hit with a martial melee encounter or martial melee daily attack, the target takes damage the first time it shifts before the end of your next turn. The damage equals your Dexterity modifier + your weapon's enhancement bonus.
► When you hit with a martial melee encounter attack that immobilizes or slows the target, you can choose to grab the target for the same duration instead. You do not need a free hand; instead, the target is grabbed using your weapon.
Class, Forced Movement, Skill Enhancement, Weapon Specialization
Prerequisites: Fighter class, Ranger class or Warlord class; proficiency with any Flail
Benefit: You gain a +2 feat bonus to Intimidate checks.
Also, when you make a martial melee at-will attack with a Flail that you have proficiency with, you gain one of the following benefits of your choice:
► If the power allows you to move, you can choose to instead slide the target 1 square. This increases to 2 squares at 21st level.
► If the power pushes the target, you can choose to slide it the same distance instead.
► If the power slides the target, you can slide it 1 additional square.
Class, Condition Infliction, Damage Bonus, Mobility Hindrance, Weapon Specialization
Prerequisites: Warlord class, Rending Chains Student feat
Benefit: When you wielding a Flail that you have proficiency with, you gain the following benefits when attacking with it:
► When you use a warlord encounter attack that gives you a bonus to your next damage roll or that triggers when you hit, the target of that attack takes damage the first time it shifts before the end of your next turn. The damage equals your Dexterity modifier + your weapon's enhancement bonus.
► When you use a warlord daily attack with the Tactic keyword, the first target you hit on the same turn takes damage the first time it shifts before the end of your next turn. The damage equals your Dexterity modifier + your weapon's enhancement bonus.
► When you use a warlord encounter attack that triggers when you hit and increases the damage of the triggering attack, the triggering enemy is slowed until the end of your next turn.
Class, Damage Bonus, Two-weapon Fighting
Prerequisites: Dexterity 19; Barbarian class, Fighter class or Ranger class
Benefit: During your turn, when you hit a target with a melee attack power that requires you to be wielding two weapons, the target takes +1[W] (off-hand) additional time each time you hit it with a melee attack before the start of your next turn.
Class, Kill Effect, Power Recovery, Racial
Prerequisites: Eladrin race, fey step racial power, Warlock class, Pact Boon feature
Benefit: Once per encounter, when you reduce an enemy to 0 hit points or fewer, you can choose to regain your fey step racial power instead of gaining the effect of your Pact Boon class feature.
Action Point, Power Recovery, Racial, Second Wind
Prerequisites: Tiefling race, infernal wrath power
Benefit: Whenever you use your second wind or spend an action point, you regain the use of your infernal wrath racial power.
Extra Attack, Triggered
Benefit: When an enemy makes a charge attack against you, you can make a melee basic attack against that enemy as either an opportunity reaction or an immediate interrupt. If you make the attack as an immediate interrupt, you can't make one as an opportunity reaction until the end of your next turn.
Power Repertoire
Benefit: Choose an encounter attack power from your class. The power must be of your level or lower, and one that you don't already have.
When you regain the use of your powers at the end of any rest, you can choose to gain the use of the chosen power instead of regaining the use of an encounter attack power of the same level or higher.
Special: Each time you gain a level, you can exchange the power you chose for this feat for another.
Damage Resistance, Racial
Prerequisites: Revenant race, Death's Blessing feat
Benefit: You gain immunity to disease, and gain resist 10 poison.
This resist increases to resist 15 poison at 21st level.
Class, Racial, Second Wind, Triggered
Prerequisites: Dwarf race, Dwarven Resilience trait, any martial class
Benefit: You can use your second wind as an immediate interrupt with the following trigger:
Trigger: You take damage.
Animal Companion, Class, Defense
Prerequisites: Ranger class, Beast Mastery feature
Benefit: Your beast companion gains a +2 feat bonus to all defenses.
Class, Defense, Marking, Psionics
Prerequisites: Battlemind class, Battle Resilience feature, Psionic Augmentation feature, battlemind's demand class power
Benefit: When you augment your battlemind's demand class power, you gain a +2 power bonus to all defenses until the start of your next turn.
Saving Throws
Benefit: You gain a +2 feat bonus to saving throws.
Class, Critical, Defense, Force
Prerequisites: Psion class
Benefit: Whenever you score a critical hit with a psionic Force power, you gain resist 10 to all damag until the end of your next turn.
Class, Defense
Prerequisites: Shaman class, Spirit Companion feature
Benefit: Your spirit companion gains a +2 bonus to all defenses.
Class, Damage Resistance, Racial
Prerequisites: Warforged race, Assassin class, Assassin's Shroud feature
Benefit: You gain resist against all damage from any creature that has your shrouds on it. The resistance equals the number of shrouds on that creature.
This resist increases to twice the number of shrouds at 11th level, and to three times the number of shrouds at 21st level.
Attack Bonus, Class
Prerequisites: Invoker class, Divine Covenant feature
Benefit: When you use a divine encounter attack or a divine daily attack on your turn, you gain a +1 bonus to attack rolls with the first at-will divine attack you make before the end of your next turn.
Power Enhancement, Thunder
Benefit: You can increase the size of any blast or burst that has the Thunder keyword by 1.
Class, Healing, Support
Prerequisites: Warlord class, Resourceful Presence feature
Benefit: Whenever you spend a healing surge to regain hit points, you can divide the hit points regained between yourself and one ally adjacent to you in any proportion.
Multiclass
Defense, Multiclass Warlord, Support, Triggered
Prerequisites: Strength 13, Wisdom 13
Benefit: You gain training in one skill from the warlord's class skill list.
Also, once per encounter, when an ally within 5 squares of you spends an action point, that ally gains a +1 bonus to all defenses until the start of his or her next turn.
Attack Bonus, Defense, Dying, Racial, Worship
Prerequisites: Revenant Race, Unnatural Vitality trait, must worship the Raven Queen
Benefit: You gain a +2 bonus to all defenses while dying.
Also, you gain a +2 bonus to attack rolls while dying. You lose this bonus if you become unconscious from the dying condition, even if you later regain your conscious.
Rituals, Skill Enhancement, Support
Prerequisites: Ritual Caster feat, comrade's succor ritual, one other restoration ritual
Benefit: You gain the following benefits when you administer first aid:
► When you allow the target to use his or her second wind, he or she gains the bonus to defense from the action.
► When you aid a target with an effect that a save can end, the target gains a +2 bonus if he or she saves immediately, or increases the bonus to +5 if he or she chooses to gain a bonus to the next saving throw.
Also, you can marter and perform restoration rituals as if your level were two higher.
Attack Bonus, Class, Healing Surge
Prerequisites: Strength 17, Paladin class
Benefit: When you spend a healing surge, you gain a +2 power bonus to the first attack roll you make before the end of your next turn.
Attack Bonus, Class, Power Enhancement, Racial, Skill Enhancement
Prerequisites: Deva race, memory of a thousand lifetimes racial power, any psionic class
Benefit: When you use your memory of a thousand lifetimes racial power to enhance an Arcana check, or to enhance an attack roll of a psionic power, you add +1 to the result.
Class, Mobility
Prerequisites: Ranger class
Benefit: Whenever you hit an enemy with a melee attack during your turn, you don't provoke reactive strikes from that enemy when you move away from it. This lasts until the end of your current turn.
Attack Bonus, Bloodied, Class, Teamwork
Prerequisites: Leader role
Benefit: You gain a +1 bonus to attack rolls with basic attacks and powers from your leader class against enemies adjacent to bloodied allies.
Action Point, Class, Damage Bonus, Mark Punishment
Prerequisites: Fighter class, enforce challenge class power
Benefit: When you use your enforce challenge class power and hit with the attack it grants, you can expend your action point to deal an additional +2[W] damage.
Attack Bonus, Class, Power Enhancement
Prerequisites: Swordmage class, aegis of shielding class power
Benefit: When you use your aegis of shielding class power, you gain a +2 bonus to the first attack roll you make against the triggering enemy before the end of your next turn.
Class, Defense Penalty, Triggered
Prerequisites: Shaman class, call spirit companion class power
Benefit: When your spirit companion is destroyed, the creature that destroyed it takes a -2 penalty to all defenses until the end of the acting creature's next turn.
Bloodline
Elan Heritage, Power Recovery, Second Wind
Prerequisites: Elan Heritage feat
Benefit: When you use your second wind, you regain the use of your elan resilience bloodline power.
Class, Perception
Prerequisites: Shaman class, Watcher Spirit feature
Benefit: Enemies hit by your Spirit attacks cannot benefit from cover or concealment (though they can benefit from superior cover or total concealment) until the the end of your next turn.
Class, Damage Bonus, Mark Punishment, Necrotic, Racial, Worship
Prerequisites: Revenant race, Paladin class, divine challenge class power, must worship the Raven Queen
Benefit: Whenever the target of your divine challenge class power triggers your divine saction, it gains vulnerable 5 necrotic until the start of its next turn.
Class, Saving Throws
Prerequisites: Warden class, Font of Life feature
Benefit: If you succeed on a saving throw granted by your Font of Life class feature, you gain a +2 bonus to all other saving throws you make during or at the end of your current turn.
Power Recovery, Racial
Prerequisites: Halfling race, second chance racial power
Benefit: When you use your second chance racial power and the triggering attack still hits you, regain the use of that power at the start of your next turn.
Attack Penalty, Class, Demon-hunting, Devil-hunting, Marking, Power Enhancement
Prerequisites: Paladin class, divine challenge class power
Benefit: If the target of your divine challenge class power is a demon or devil, it takes a -2 penalty to all attack while it remains under your divine sanction. This is in addition to penalty to attack rolls from the mark.
Attack Bonus, Class, Support
Prerequisites: Avenger class, Censure of Unity feature, swear enmity class power
Benefit: While you are adjacent to your oath target, your allies gain a +1 bonus to attack rolls against it.
Basic Attack, Fear
Prerequisites: trained in Intimidate
Benefit: When you make a melee basic attack on your turn, you can choose to take a -2 penalty to the attack roll.
If you do, the attack gains the Fear keyword, and the target takes a -2 penalty to attack rolls until the end of your next turn if you hit, or a -2 penalty to the first attack roll it makes before the end of your next turn if you miss.
Channel Divinity, Class, Damage Bonus, Power Repertoire
Prerequisites: any divine class, Channel Divinity feature, must worship a deity with the Strength or War domain
Benefit: You gain the righteous rage Channel Divinity power.
Channel Divinity
Utility
Righteous Rage
EncounterMinor Action
Your god guides your arm and lends weight to your strike
Divine
Channel Divinity: One Channel Divinity power per encounter.
Personal
Effect:  The first time before the end of your next turn that you hit with a Weapon attack, you gain one of the following benefits:
► If the attack is a critical hit, you automatically get the maximum result for any critical damage. If your weapon does not have an enchantment, you still deal +3 critical damage.
► If the attack is not a critical hit, you deal extra damage equal to the critical damage from your weapon's enchantment and the High Crit weapon property. If your weapon does not have an enchantment, you still deal +1d6 extra damage.
Class, Summoning
Prerequisites: Invoker class, Divine Covenant feature
Benefit: Creatures summoned by your divine Summoning powers gain a benefit based on your Divine Covenant class feature:
Covenant of Malediction: Enemies take a -1 penalty to attack rolls while adjacent to the summoned creature.
Covenant of Preservation: An ally that starts his or her turn adjacent to the summened creature can shift 1 square as a minor action until the end of that turn. This increases to 2 squares at 21st level.
Covenant of Wrath: Your summoned creatures gain a +2 feat bonus to damage rolls. This increases to +4 at 11th level, and to +6 at 21st level.
Damage Bonus, Elemental Nature, Triggered
Prerequisites: Born of the Elements feat
Benefit: Whenever you take acid, cold, fire, lightning, or thunder damage, you gain a +2 bonus to damage rolls until the end of your next turn.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Class, Damage Bonus, Kill Effect
Prerequisites: Barbarian class
Benefit: When you reduce an enemy to 0 hit points, you gain a +3 feat bonus to damage rolls until the end of your next turn.
This bonus to damage increases to +5 at 11th level, and to +7 at 21st level.
Class, Dying, Healing, Power Enhancement, Support
Prerequisites: Ardent class, Mantle of Clarity feature, ardent surge class power
Benefit: When you target a dying ally with your ardent surge class power, the target can stand up and shift 1 square as a free reaction.
Class, Damage Bonus
Prerequisites: Sorcerer class
Benefit: When you use a sorcerer at-will attack power and hit one one enemy, you gain a +1 bonus to attack rolls with area attack powers and close attack powers until the end of your next turn.
Attack Bonus, Class, Damage Bonus, Mark Punishment, Power Enhancement, Racial
Prerequisites: Human race, Swordmage class, Arcana Aegis feature
Benefit: Your aegis of assault class power, aegis of ensnarement class power, or aegis of shielding class power gains the following additional effect:
Effect: The triggering enemy gains combat advantage against you until the end of its next turn, and you gain a +2 power bonus to attack rolls and a +2 power bonus to damage rolls against the triggering enemy until the end of your next turn.
The power bonus to damage rolls increases to +3 at 11th level, and to +5 at 21st level.
Charge, Class, Condition Infliction, Luck
Prerequisites: Warlord class
Benefit: When you charge, you can choose to use this feat.
If you do, you knock the target prone if you hit it, but if your charge attack misses, the target can make a melee basic attack against you as a free reaction.
Class, Mobility
Prerequisites: Avenger class, Ranger class, Rogue class or Monk class
Benefit: Whenever you shift, you can choose to increase the maximum distance by 1 square. If you do, you grant combat advantage until the start of your next turn.
Attack Bonus, Bloodied Enemy, Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Tiefling race, infernal wrath racial power, any primal class
Benefit: The bonus to attack rolls from your Bloodhunt racial trait increases to +2.
Also, if you use your infernal wrath racial power when you are bloodied, you gain a +2 bonus to the damage roll. This increases to +4 if the triggering attack was what bloodied you.
The bonus to the damage roll increases to +3 and +5, respectively, at 11th level, and to +4 and +6 at 21st level.
Ritual
Prerequisites: trained in Arcana or trained in Religion
Benefit: You can master and perform rituals of your level or lower. See the full rules for rituals for more information.
Special: Some rituals use the Heal skill or the Nature skill, but they cannot be used to qualify for this feat.
Many classes grant this feat without having to meet the prerequisites.
Background, Racial, Rituals, Skill Enhancement
Prerequisites: Halfling race
Benefit: You gain a +2 feat bonus to Nature checks.
Also, you have mastered the animal messenger and water walk rituals, and can perform them without a ritual book.
In addition, you can cast each of these rituals once per day without paying the component cost.
Class, Fear, Forced Movement, Racial
Prerequisites: Elf race, Barbarian class, trained in Intimidate
Benefit: When you hit an enemy with a barbarian Fear attack power, you can push the target 1 square in addition to any other effects of the attack. If the attack already pushes, you instead increase the maximum distance by 1 square.
The push or increase to push increases to 2 squares at 21st level.
Defense
Benefit: You gain a +2 feat bonus to Fortitude, Reflex, and Will.
Defense, Implement Specialization
Prerequisites: Constitution 13
Benefit: When you wield a rod you have proficiency with, you gain a +1 shield bonus to AC and Reflex.
Class, Combat Advantage, Critical, Damage Bonus, Weapon Specialization
Prerequisites: Rogue class, Scoundrel Weapon Talent feature
Benefit: When you wield a weapon that benefits from your Scoundrel Weapon Talent class feature and have proficiency with that weapon, the weapon gains the High Crit weapon property.
Also, if you have combat advantage when you score a critical hit, you deal +2 additional critical damage.
The additional critical damage increases to +3 at 21st level.
Class Combination, Combat Advantage, Damage Bonus, Miss Mitigation
Prerequisites: Assassin class, assassin's shroud class power, Rogue class, Sneak Attack feature
Benefit: When you invoke your shrouds on a target you have combat advantage against, you can deal your Sneak Attack damage even if you miss if you invoked two or more shrouds.
Class, Mobility, Second Wind
Prerequisites: Warden class, Stormheart feature
Benefit: When you use your second wind, you can choose shift instead of sliding enemies marked by you. The number of squares you can shift equals your Constitution modifier.
Mobility, Triggered
Benefit: When you are pushed, pulled, or slid, you can shift 1 square as a free reaction.
Team
Skill Enhancement, Teamwork
Benefit: You gain a +2 feat bonus to Athletics checks.
Also, when an ally in your team successfully aids another your Athletics check and that ally has this feat or has the Skill Focus feat with Athletics, you gain a +4 bonus instead of the normal +2 bonus.
In addition, an ally in your team who has this feat or is trained in Athletics can attempt to aid another your Athletics check as part of taking the same type of action. For example, an ally could aid your attempt to make a long jump my making a similar jump.
Defense, Racial
Prerequisites: Hamadryad race
Benefit: As a move action, you can root yourself in place.
While rooted, you are immobilized and considered Large size for abilities that move you. You also reduce all forced movement against you by 3 squares, and cannot be knocked prone.
You can stop being rooted as a move action. The effect also ends if you are moved from your space.
Charging, Class
Prerequisites: Monk class or Rogue class; trained in Acrobatics
Benefit: When you charge, each square of your movement need not bring you closer to the target of your charge, but you must start the charge at least 3 squares away from the target.
Class, Second Wind, Support, Temporary Hit Points
Prerequisites: Warlord class, Inspiring Presence feature, warlord's aura class power
Benefit: When an ally in your warlord's aura uses his or her second wind, he or she also gains temporary hit points. The temporary hit points equal your Charisma modifier + one-half your level.
Class, Racial, Second Wind, Support, Temporary Hit Points
Prerequisites: Human race, Bard class
Benefit: When ally within 10 squares of you uses his or her second wind, he or she also gains temporary hit points equal to your Charisma modifier.
These temporary hit points increase to 3 + your Charisma modifier at 11th level, and to 6 + your Charisma modifier at 21st level.
Condition Infliction, Racial
Prerequisites: Tiefling race
Benefit: Whenever you stun an enemy, you can choose to dominate the enemy for the same duration instead of stunning it.
Bloodline
Damage Bonus, Power Enhancement, Racial, Ruin Heritage
Prerequisites: Tiefling race, Gaze of Ruin feat
Benefit: When you use your gaze of ruin racial power on an object being worn or wielded by a creature, that creature gains vulnerable to all damage until the end of your next turn. The vulnerable equals one-half your Intelligence modifier. This vulnerable immediately ends if the creature is no longer wearing or wielding the target object.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Strength 13, Genasi race, earthshock racial power, any martial class
Benefit: Your earthshock racial power deals additional damage equal to your Strength modifier.
Rune
Attack Bonus, Class, Critical, Damage Bonus, Extra Attack, Teamwork
Prerequisites: Runepriest class
Benefit: Whenever you score a critical hit with a runepriest attack power, one ally adjacent to the target can make a melee basic attack against the target as a free reaction. The ally gains a bonus to the attack roll and damage roll equal to the number of Rune feats you have.
Rune
Class, Skill Enhancement
Prerequisites: Runepriest class
Benefit: You gain a feat bonus to Bluff checks and Diplomacy checks equal to 1 + one-half the number of Rune feats you have, rounded up.
Rune
Class, Mobility, Second Wind, Support
Prerequisites: Runepriest class
Benefit: Whenever an ally within 5 squares of you uses his or her second wind, that ally can use a free reaction to shift a number of squares equal to 1 + one-half the number of Rune feats you have.
Rune
Class, Healing, Power Enhancement, Support
Prerequisites: Runepriest class, rune of mending class power
Benefit: When you use your rune of mending class power, allies other than the target regain a number of hit points equal to twice the number of Rune feats you have.
Rune
Class, Power Enhancement, Temporary Hit Points
Prerequisites: Runepriest class, rune of mending class power
Benefit: The target of your rune of mending class power gains temporary hit points equal to twice the number of Rune feats you have.
Rune
Class, Damage Bonus, Triggered
Prerequisites: Runepriest class
Benefit: Whenever an enemy within 5 squares of you fails a saving throw against an effect caused by your runepriest power, that enemy takes damage equal to 5 + the number of Rune feats you have.
Rune
Bloodied, Class, Damage Bonus
Prerequisites: Runepriest class
Benefit: The first time you are bloodied in an encounter, you gain a bonus to damage rolls until the end of your next turn. The bonus equals the number of Rune feats you have.
The bonus to damage rolls increases to 2 + the number of Rune feats you have at 11th level, and to 4 + the number of Rune feats you have at 21st level.
Rune
Class, Skill Enhancement
Prerequisites: Runepriest class
Benefit: You gain a feat bonus to Athletics checks and Endurance checks equal to 1 + one-half the number of Rune feats you have, rounded up.
Class, Damage Bonus, Racial, Second Wind
Prerequisites: Constitution 15, Dwarf race, Dwarven Resilience trait, any arcane class
Benefit: When you use your second wind, you gain a bonus to damage rolls with arcane attack powers equal to your Constitution modifier until the end of your current turn.
Mobility, Racial
Prerequisites: Elf race
Benefit: You don't take any attack penalty to ranged attacks for running.
Multiclass
Damage Bonus, Fear, Multiclass Rogue, Proficiency Gain, Skill Training, Weapon Specialization
Prerequisites: Strength 13, Dexterity 13
Benefit: You gain training in the Stealth skill.
Also, you gain the Ruthless Ruffian class feature of the Rogue, including proficiencies with the club and mace, and the bonus to damage with rogue Fear powers.
Class, Condition Infliction, Power Enhancement, Shapechange
Prerequisites: Druid class, wild shape class power, grasping claws attack power
Benefit: When you hit a target with your grasping claws at-will attack power, you can choose to immobilize the target until the end of your next turn instead of slowing it. This effect immediately ends if you are no longer adjacent to the target.
Class, Condition Infliction, Saving Throw Penalty, Weapon Specialization
Prerequisites: Rogue class, Ruthless Ruffian feature, Sneak Attack feature
Benefit: When you deal your Sneak Attack damage with an attack that blinds, immobilizes, slows, or weakens the target and you are wielding either the club or the mace, the target takes a -2 penalty to saves against those conditions.
Class, Condition Infliction, Power Enhancement
Prerequisites: Seeker class, encaging spirits class power
Benefit: When you use your encaging spirits class power, you can choose immobilize any of the targets instead of slowing that one.
Critical, Damage Bonus, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Drow race
Benefit: When you wield a hand crossbow, its weapon die increases to 1d8, and it gains the High Crit weapon property.
Class, Critical, Extra Attack
Prerequisites: Sorcerer class
Benefit: Once per turn, when you score a critical hit with a sorcerer at-will attack power, you can use a sorcerer at-will attack that can be used as a ranged basic attack as a free reaction.
Attack Penalty, Class, Fear, Miss Mitigation
Prerequisites: Strength 19, Rogue class, trained in Intimidate
Benefit: When you miss with a martial Fear power, the target takes a -1 penalty to attack rolls against you until the end of your next turn.
Class, Miss Mitigation, Power Recovery
Prerequisites: Constitution 13, Warlock class
Benefit: When you make a warlock encounter attack and miss all targets, you can choose to use this feat.
If you do, you take damage equal to twice the level of the warlock encounter attack you used, and immediately regain the use of that power.
Defense Penalty, Power Enhancement, Racial
Prerequisites: Half-orc race, furious assault racial power
Benefit: When you use your furious assault racial power, the enemy you hit also takes a -1 penalty to all defenses until the end of your next turn.
Class, Damage Bonus, Reactive Strikes, Weapon Specialization
Prerequisites: Constitution 15, Fighter class
Benefit: When you hit with a reactive strike using an Axe you have proficiency with, you deal additional damage equal to 1 + one-half your Constitution modifier.
This additional damage increases to 2 + one-half your Constitution modifier at 11th level.
Combat Advantage, Power Enhancement, Vampiric Heritage
Prerequisites: Vampiric Heritage feat
Benefit: You can use your blood drain bloodline power against a target granting you combat advantage without having that target grabbed.
Class, Critical, Extra Attack
Prerequisites: Barbarian class, Savage Rage feature
Benefit: Once per round when you are raging and score a critical hit with a Barbarian attack power, you can make a melee basic attack as a free reaction.
If you are wielding more than one weapon, you must make the melee basic attack with the same weapon you scored the critical hit with.
Class, Power Enhancement, Saving Throws
Prerequisites: Constitution 13, Bard class, majestic word class power
Benefit: When you use your majestic word class power, the target gains a bonus to the first saving throw it makes before the end of your next turn. The bonus equals your Constitution modifier.
Class, Saving Throws, Support, Triggered
Prerequisites: Wisdom 13, any divine class
Benefit: When you succeed on a saving throw, you can choose to not end the effect you saved against.
If you do, choose an ally within 5 squares of you. The chosen ally can make a saving throw against an effec that a save can end, and gains a bonus to the saving throw equal to your Wisdom modifier.
Class, Power Enhancement, Saving Throws
Prerequisites: Warlord class, draw inspiration class power
Benefit: When you or an ally uses your draw inspiration class power, that character can choose to not regain the additional dice of hit points.
If the character does, he or she can make a saving throw against an effect that a save can end, and gains a bonus to the saving throw equal to the number of dice.
Spellscar
Damage Bonus, Fire, Necrotic, Power Enhancment, Racial, Spellscar
Prerequisites: Half-orc race, furious assault power
Benefit: When you use your furious assault racial power, each creature (other than you or the triggering enemy) that is adjacent to either you or the triggering enemy takes 2 fire damage.
This additional fire damage increases to 4 at 11th level, and to 6 at 21st level.
If you have the Student of the Plague feat, the additional damage increases to 3 and becomes fire and necrotic.
This additional fire and necrotic damage increases to 5 at 11th level, and to 8 at 21st level.
Spellscar
Cold, Concealment, Damage Bonus, Necrotic, Power Enhancement, Racial, Spellscar
Prerequisites: Revenant race, dark reaping racial power
Benefit: The additional damage granted by your dark reaping racial power becomes cold and necrotic, and increases by +2, and the power gains the Cold keyword.
The increase to the damage becomes +4 at 11th level, and to +6 at 21st level.
If you have the Student of the Plague feat, when a creature takes the damage from your dark reaping racial power, you gain concealment until the end of your next turn.
Class, Mobility, Shapechange, Triggered
Prerequisites: Druid class, Primal Swarm feature, wild shape class power
Benefit: While you are in beast form, if you take damage from an area or close attack, you can shift 2 squares as a free reaction.
Bloodied Enemy, Combat Advantage, Vampiric Heritage
Prerequisites: Vampiric Heritage feat
Benefit: You have combat advantage against living enemies that are bloodied.
Damage Bonus, Miss Mitigation, Weapon Specialization
Prerequisites: Strength 15, Dexterity 17
Benefit: If you miss with a melee attack with a scimitar, falchion or double scimitar you have proficiency with and wouldn't otherwise deal damage on the miss, you deal damage to the target equal to your Dexterity modifier + your weapon's enhancement bonus.
This damage increases to 2 + your Dexterity modifier + your weapon's enhancement bonus at 21st level.
Defense, Racial
Prerequisites: Tiefling race
Benefit: You gain a +1 feat bonus to your Fortitude and Will defenses.
Class, Damage Bonus, Miss Mitigation, Racial
Prerequisites: Half-orc race, furious assault racial power, Assassin class, Assassin's Shroud feature
Benefit: When you miss a target but deal damage from your shrouds, you can trigger your furious assault racial power. This counts as a non-Weapon attack for the power, even if the original attack is a Weapon attack.
Animal Companion, Background, Class, Healing, Healing Surge, Skill Training, Support
Prerequisites: Ranger class, Beast Mastery feature
Benefit: You gain training in the Streetwise skill.
Also, whenever you spend a healing surge and your beast companion is adjacent to you, it regains a number of hit points equal to one-half your healing surge value. This is in addition to whatever benefit you gain from spending the healing surge.
Class, Saving Throws, Triggered
Prerequisites: Warlock class, Sorcerer-King Pact feature
Benefit: When you regain your Fell Might, you can immediately make a saving throw against an effect that a save can end.
Alignment, Damage Bonus, Devil-hunting, Power Enhancement, Racial
Prerequisites: Deva race, memory of a thousand lifetimes racial power; good alignment or lawful good alignment
Benefit: When you use your memory of a thousand lifetimes racial power to modify an attack roll against an evil or chaotic evil immortal creature, you can also add the result to your damage roll.
Channel Divinity, Class, Damage Bonus, Power Enhancement
Prerequisites: Invoker class, Covenant of Wrath feature
Benefit: When you use your armor of wrath Channel Divinity power, after the power has been resolved, the target gains vulnerable 2 all until the start of its next turn.
This vulnerable increases to 3 at 11th level, and to 4 at 21st level.
Damage Bonus, Size-based, Weapon Specialization
Prerequisites: Small or smaller size
Benefit: You gain the bonus to damage when wielding a Versatile weapon two-handed.
When you wield a Small and Versatile weapon two-handed, you instead gain an additional +1 bonus to damage rolls with that weapon.
This additional damage bonus increases to +2 at 11th level, and to +3 at 21st level.
Class, Rituals
Prerequisites: Runepriest class
Benefit: You can master and perform rituals in the warding category as if you had the Ritual Caster feat. You can also master and perform the brew potion, gentle repose, and magic circle rituals as if you had the Ritual Caster feat.
Also, you can create ritual scrolls in half the usual time.
Perception, Rituals, Skill Enhancement
Prerequisites: Ritual Caster feat, wizard's sight ritual, one other scrying ritual
Benefit: Whenever you make an Arcana check, Insight check, or Perception check as part of a scrying ritual, you can roll twice and use the higher result.
Also, the DC to sense a scrying sensor you created increases by 5.
In addition, once per day, once per day you can ignore the component cost of a scrying ritual of your level or lower that you have mastered.
Class, Mobility, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: While you are in beast form, you gain a +5 feat bonus to Athletics checks to climb and can climb at your speed.
Also, while you are in beast form, you can crawl at your full speed.
Elemental Nature, Mobility
Prerequisites: Born of the Elements feat
Benefit: Whenever you shift, you can move through an enemy's space during the shift, but you can't end there.
Also, you gain the sea stride feat power.
Feat
Utility
Sea Stride
At-WillMove Action
Your elemental nature allows you to stride across liquids
Elemental
Personal
Effect:  You move up to your speed. During this movement, you can move across liquid as if it were solid ground.
If you end this movement on the liquid, you sink.
Class, Implement Specialization
Prerequisites: Wizard class, Arcane Implement Mastery feature
Benefit: You gain a second choice from those available for the Arcane Implement Mastery class feature. You cannot select one you already have.
Class
Prerequisites: Ranger class, Hunter's Quarry feature
Benefit: When you designate a creature as your quarry, you can designate the second-nearest enemy instead of the nearest enemy.
Class, Defense, Fear, Skill Enhancement
Prerequisites: Constitution 19, any primal class, proficiency with hide armor
Benefit: You gain a +2 feat bonus to AC when wearing hide armor you are proficient with.
Also, the hide armor's check penalty is reduced by 1.
In addition, you gain a +1 bonus to attack rolls with primal Fear powers.
Mobility, Power Enhancement, Racial, Size-based
Prerequisites: Halfling race, second chance racial power
Benefit: When you use your second chance racial power and the triggering enemy is larger than you, you can shift half your speed as a free reaction.
Mobility, Skill Enhancement, Stealth
Prerequisites: trained in Stealth
Benefit: You don't take a -5 penalty to Stealth checks for moving more than 2 squares.
Dying, Healing, Racial
Prerequisites: Wilden race
Benefit: Once per day, when you are reduced to 0 hit points or fewer, you can use an immediate action to spend a healing surge to regain hit points equal to your healing surge value.
Dying, Power Repertoire, Racial, Teleportation
Prerequisites: Wilden race
Benefit: You gain the secret of escape racial power.
Wilden
Utility
Secret of Escape
DailyNonaction Reaction
Your inner primal magic transports you to safety when your life is in danger
Primal, Teleportation
Trigger:  You are reduced to 0 hit points or fewer and do not die
Effect:  You teleport up to 10 squares to a space adjacent to an ally.
Dying, Power Recovery, Power Repertoire, Racial
Prerequisites: Wilden race, Aspect of Nature trait
Benefit: Once per day, when you are reduced to 0 hit points or fewer and then regain hit points and are no longer dying, you can choose to change the racial power provided by your Aspect of Nature racial trait. If you do, you also regain the use of your racial power.
Power Repertoire, Racial
Prerequisites: Tiefling race
Benefit: Choose one class that you don't already belong to.
You can exchange one utility power you know for one utility power of the same level or lower from the chosen class.
Condition Negation, Defense, Triggered
Prerequisites: Dexterity 13, Wisdom 13
Benefit: When a creature that is flanking you hits you with an attack, you do not grant combat advantage for being flanked until the start of the currently acting creature's next turn. You still count as flanked for other purposes.
Class, Damage Bonus, Power Enhancement, Racial, Triggered
Prerequisites: Drow race, cloud of darkness racial power, Assassin class, Assassin's Shroud feature
Benefit: You can use the following action at-will:
Free Interrupt: Trigger: A creature with at least one of your shrouds on it leaves the area of your cloud of darkness racial power; You deal the damage from your shrouds to the triggering creature as if you had invoked your shrouds and hit it with an attack.
Attack Bonus, Class, Power Repertoire
Prerequisites: 6th level; Controller role or Striker role
Benefit: You can exchange any 6th-level or higher utility power you know for seeking power.
Feat
Utility
Seeking Power
EncounterMinor Action
Infusing your attack with greater power reduces the risk that intervening obstructions can foil it
Personal
Effect:  The first ranged attack roll you make before the end of your next turn ignores all concealment and cover.
If the attack misses, you regain the use of this power at the start of your next turn.
Bloodline
Concealment, Dusk Elf Heritage, Healing, Racial
Prerequisites: Wisdom 13, Elf race, Dusk Elf Heritage feat
Benefit: Whenever you spend a healing surge to regain hit points and you have total concealment, you regain additional hit points equal to your Wisdom modifier.
These additional hit points increase to 2 + your Wisdom modifier at 11th level, and to 4 + your Wisdom modifier at 21st level.
Bloodied, Class, Dying, Mobility, Support, Triggered
Prerequisites: Defender role
Benefit: When an ally adjacent to you either becomes bloodied or is reduced to 0 hit points or fewer, you can use a free reaction to slide the ally 1 square and then shift 1 square into the space vacated by the ally.
This increases to slide 2 and shift 2, respectively, at 21st level.
Demon-hunting, Perception, Racial, Skill Enhancement
Prerequisites: Genasi race, any corrupt Elemental Manifestation trait
Benefit: You gain a +5 bonus to Perception checks to detect demons, and a +5 bonus to Insight checks to see through demons' disguises.
Attack Bonus, Class, Reactive Strikes, Support
Prerequisites: Shaman class, Watcher Spirit feature
Benefit: While adjacent to your spirit companion, your allies gain a +2 bonus to attack rolls with opporunity attacks.
Class, Power Enhancement, Racial, Teleportation
Prerequisites: Shadar-kai race, shadow jaunt racial power, Avenger class, Oath of Enmity feature
Benefit: When you are adjacent to your oath target and use your shadow jaunt racial power, you can also teleport your oath target the same distance. Your oath target must end the teleportation adjacent to where you teleport to.
Attack Bonus, Basic Attack, Damage Bonus, Weapon Specialization, Worship
Prerequisites: Wisdom 13, must worship Sehanine
Benefit: When you make a ranged basic attack using a Bow with which you have proficiency, you can use Wisdom instead of Dexterity for the attack roll and the damage roll.
Attack Bonus, Class
Prerequisites: Monk class
Benefit: When all your monk daily attack powers are expended, you gain a +1 bonus to attack rolls with monk at-will attack powers.
If you have the Internalize the Basic Kata feat, you also gain the bonus to attack rolls with melee basic attacks using your monk unarmed strike.
Defense Penalty, Reactive Strikes, Two-weapon Fighting, Weapon Specialization
Prerequisites: Strength 17, Dexterity 17
Benefit: While you wield a Spear in one hand and a Flail in the other and have proficiency with both weapons, targets hit by your reactive strikes take a -2 penalty to the start of the currently acting creature's next turn.
Animal Companion, Class, Dying, Power Enhancement, Racial, Shadow Nature, Skill Enhancement, Stealth, Teleportation
Prerequisites: Shadar-kai race, shadow jaunt racial power, Ranger class, Beast Mastery feature
Benefit: Your beast companion gains the shadow origin istead of the natural origin.
Also, your beast companion gains a +2 bonus to death saving throws and saving throws against effects that knock it unconscious.
Also, your beast companion gains a +2 racial bonus to Stealth checks.
In addition, when you use your shadow jaunt racial power, your beast companion can teleport the same distance that you teleport. You can choose to have the beast companion become insubstantial at the end of the teleportation instead of yourself.
Perception, Power Repertoire, Racial, Shade Heritage, Skill Enhancement, Stealth
Prerequisites: Shadar-kai race, shadow jaunt racial power
Benefit: You gain a +2 feat bonus to Stealth checks
Also, you gain darkvision with a range of 5 squares.
In addition, you gain the shade step power. This is a shadar-kai racial power.
Shadar-kai
Utility
Shade Step
EncounterMove Action
Shadows swirl up around you and speed you to safety
Shadow, Teleportation
Requirement:  You shadow jaunt racial power must be available.
Personal
Effect:  You expend your shadow jaunt racial power to teleport 5 squares instead of the power's normal effects. If you teleport to a space that contains at least one square of darkness, you can teleport 10 squares instead.
Healing, Second Wind, Shadow Nature
Prerequisites: any shadow class or Born of Shadow feat
Benefit: When you use your second wind and are in an area of dim light or darkness, you regain 5 additional hit points.
These additional hit points increase to 10 at 11th level, and to 15 at 21st level.
Class, Concealment, Damage Resistance
Prerequisites: Dexterity 15, Intelligence 15, Warlock class, Shadow Walk feature
Benefit: Whenever you gain concealment from your Shadow Walk class feature, you also gain resist necrotic while you have the concealment. The resist necrotic equals your [Dexterity or Intelligence] modifier.
This resist necrotic increases to 4 + your [Dexterity or Intelligence] modifier at 11th level, and to 8 + your [Dexterity or Intelligence] modifier at 21st level.
Defense, Shadow Nature
Prerequisites: Born of Shadow feat
Benefit: You gain a +1 feat bonus to all defenses while you are in dim light or darkness.
Power Enhancement, Racial
Prerequisites: Shadar-kai race, shadow jaunt racial power
Benefit: When you use your shadow jaunt racial power, you can choose to remove yourself from play until the start of your next turn rather than teleporting. You return to the space you last occupied, or the nearest unoccupied space if that space is occupied.
Class, Power Repertoire
Prerequisites: any shadow class
Benefit: You gain the shadow coffin utility power.
This power counts as a power from your shadow class. If you have more than one shadow class, you choose which class gains this power when you gain this feat.
Feat
Utility
Shadow Coffin
EncounterFree Reaction
You trap your kill in a small object, which keeps the body out of sight until you are ready to release it
Shadow
Requirement:  You cannot already have a corpse trapped by this power
Trigger:  You kill an adjacent creature
Target:  Melee 1  (the triggering creature's corpse)
Effect:  The target is removed from play and is trapped in a nonmagical object of your choice on your person, such as a handheld mirror, a small gem, or a piece of jewelry.
The target remains trapped until you release it or until the object is destroyed. To release the target into an adjacent square, you must hold the object and concentrate for 1 minute.
Class, Condition Negation, Perception
Prerequisites: Rogue class
Benefit: You ignore concealment, but not total concealment.
Also, you only take a -2 penalty from total concealment.
Multiclass
Damage Bonus, Multiclass Assassin, Proficiency Gain, Skill Training
Prerequisites: Dexterity 13
Benefit: You gain training in the Stealth skill.
Also, you can use the assassin's shroud assassin class power twice per encounter.
In addition, you gain proficiency with Assassin Implements.
Class Combination, Concealment, Power Enhancement
Prerequisites: Assassin class, Bard class, majestic word clas power
Benefit: When you use your majestic word class power, you can choose to give any or all targets concealment until the start of your next turn.
Concealment, Critical, Kill Effect, Shadow Nature
Prerequisites: Born of Shadow feat
Benefit: When you either score a critical hit or reduce a nonminion enemy to 0 hit points or fewer, you gain concealment until the end of your next turn.
Class, Power Repertoire
Prerequisites: Assassin class, Expert Poisoner feature
Benefit: Choose one assassin daily attack power of your level or lower.
When you finish an extended rest, you can choose gain the chosen power. If you do, the power counts against the number of vials of Assassin Poison you can prepare after finishing an extended rest.
If the chosen power is of 15th or 19th level, the power counts against the number of paragon-tier Assassin Poisons you can prepapre. If the power is of 25th or 29th level, it counts against the number of epic-tier Assassin Poisons you can prepare.
Special: Each time you gain a level, you can exchange the power you chose for another.
Basic Attack, Class, Damage Bonus, Kill Effect, Necrotic
Prerequisites: Constitution 13, any shadow class
Benefit: Whenever you reduce an enemy to 0 hit points or fewer with a basic attack, one enemy within 2 squares of you takes necrotic damage equal to your Constitution modifier. The damage is halved if you reduced a minion to 0 hit points or fewer, and doubled if you reduced an elite or solo enemy to 0 hit points or fewer.
This necrotic damage increases to 4 + your Constitution modifier at 11th level, and to 8 + your Constitution modifier at 21st level.
Class, Poison
Prerequisites: Assassin class
Benefit: You learn the recipe for one Assassin Poison from those available through the Expert Poisoner optional class feature.
When you finish an extended rest, you can choose to lose the use of one of your assassin daily attacks. If you do, you prepare one vial of the chosen Assassin Poison, as detailed in the Expert Poisoner optional class feature.
If you learned the recipe for a paragon-tier Assassin poison, you must lose the use of an assassin daily attack of at least 15th level. If you chose an epic-tier Assassin poison, you must lose the use of an assassin daily attack power of at least 25th level.
Special: Each time you gain a level, you can exchange the recipe you chose for another.
Your DM might allow you to learn additional recipes in rare circumstances.
Class, Damage Bonus, Implement Specialization
Prerequisites: Assassin class, proficiency with ki focuses
Benefit: You gain a +2 feat bonus to damage rolls with shadow attacks using a ki focus.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Miss Mitigation, Racial, Stealth
Prerequisites: Gnome race
Benefit: Whenever you miss all targets with a ranged attack or an area attack while you are hidden, you remain hidden.
Mobility, Shadow Nature
Prerequisites: Born of Shadow feat
Benefit: You ignore difficult terrain in squares of dim light or darkness.
Mobility, Power Enhancement
Prerequisites: any shadow class
Benefit: When you hit an adjacent creature with an encounter attack or a daily attack, and the attack has the Illusion keyword, you can shift 1 square as a free reaction.
Starting at 21st level, this increases to shift up to 2 squares.
Skill Enhancement, Stealth
Prerequisites: trained in Nature, trained in Stealth
Benefit: If you are hidden in an outdoor environment and you make an attack, you can make a Stealth check with a -5 penalty to remain hidden.
Class, Concealment, Damage Resistance
Prerequisites: Dexterity 13, Intelligence 13, Warlock class, Shadow Walk feature
Benefit: While you have concealment, you also have resist radiant equal to one-half your level (minimum resist 1).
If you already have resist radiant, you instead increase that resist by 5.
Class, Damage Bonus, Dying
Prerequisites: Assassin class, Assassin's Shroud feature
Benefit: When you are reduced to 0 hit points or fewer, any creature within 10 squares of you that has at least one of your shrouds on it takes damage from your shrouds as if you had missed it with an attack, and then the shrouds vanish from that creature.
Combat Advantage, Damage Bonus, Initiative, Racial
Prerequisites: Drow race
Benefit: Until the end of your first turn in an encounter, you gain a +2 bonus to damage rolls against targets granting you combat advantage, or half this for multiattacks. If you can act during the surprise round, you gain the bonus until the end of your turn on the first full round.
This bonus to damage increases to +4 at 21st level.
Also, Whenever you start an encounter in an area of darkness or dim light, you gain a +2 bonus to your Initiative check.
Class, Concealment, Mobility, Power Enhancement, Racial
Prerequisites: Goblin race, goblin tactics racial power, any shadow class
Benefit: When you use your goblin tactics racial power, you can shift 1 extra square, and you gain concealment until the end of your next turn.
Class, Damage Resistance, Power Enhancement, Racial
Prerequisites: Shadar-kai race, Swordmage class, aegis of assault class power
Benefit: When you use your aegis of assault class power, you also become insubstantial until the end of your next turn.
Class, Power Recovery, Racial
Prerequisites: Warforged race, warforged resolve racial power, Assassin class, Infused Form feature
Benefit: You can expend your warforged resolve racial power to regain the use of the power you gained from your Infused Form class feature instead of gaining the normal effect.
Mobility, Power Enhancement, Racial
Prerequisites: Drow race, cloud of darkness racial power
Benefit: When you use your cloud of darkness racial power, you can shift up to 2 squares as a free reaction.
This increases to shift up to 3 squares at 21st level.
Mobility, Racial, Skill Enhancement
Prerequisites: Changeling race
Benefit: You can escape as a minor action instead of a move action.
Also, you do not grant combat advantage or take a penalty to attack rolls while you squeeze.
Class, Combat Advantage, Racial, Support, Telepathy
Prerequisites: Shardmind race, Telepathy trait, any psionic class
Benefit: Once during each of your turns, when you make an attack against an enemy that you have combat advantage against, choose one ally within the range of your Telepathy racial trait.
The chosen ally gains combat advantage on the first attack he or she makes against the same enemy before the start of your next turn.
Racial, Support, Telepathy
Prerequisites: Shardmind race, Living Construct trait, Telepathy trait
Benefit: Allies within the range of your Telepathy racial trait don't need to breathe.
Channel Divinity, Class, Power Enhancement, Racial, Support
Prerequisites: Deva race, any divine class, Channel Divinity feature
Benefit: You can choose to use your personal Channel Divinity powers as Close burst 5 powers instead, targeting you or an ally in the burst. If such a power has a trigger dependent on you, it can now be triggered by an ally within 5 squares of you, but the triggering ally must also be the target.
Your DM might allow this feat to extend some effects from a non-personal power to an ally in a Close burst 5.
Initiative, Racial, Support
Prerequisites: Githyanki race or Githzerai race; Danger Sense trait
Benefit: Allies within 5 squares of you gain a +2 racial bonus to initiative checks.
Channel Divinity, Class, Power Enhancement, Support
Prerequisites: Cleric class, divine fortune Channel Divinity power
Benefit: You can use your divine fortune Channel Divinity power as a close burst 1 instead of personal power. If you do, the power targets you and each ally in the burst.
Class, Healing, Healing Surge, Teamwork
Prerequisites: Cleric class
Benefit: When you use a divine power that allows an ally to spend a healing surge, you can instead choose yourself or an ally within 5 squares of you to spend the healing surge in the original ally's stead.
Class, Healing, Power Enhancement
Prerequisites: Shaman class, healing spirit class power
Benefit: When you use your healing spirit class power, you can choose one ally within 2 squares of the target to regain the additional hit points instead of choosing an ally adjacent to your spirit companion.
Class, Power Enhancement, Support, Temporary Hit Points
Prerequisites: Warlord class, draw inspiration class power, warlord's aura class power
Benefit: When you or an ally uses your draw inspiration class power or you use your inspire the fallen class power, each ally in your warlord's aura gains temporary hit points equal to 10 + your [Wisdom or Charisma] modifier.
Attack Bonus, Class, Power Enhancement, Racial, Saving Throw, Skill Enhancement, Support
Prerequisites: Deva race, memory of a thousand lifetimes racial power, Leader role
Benefit: When an ally adjacent to you makes an attack roll, a saving throw, or a skill check, you can expend your memory of a thousand lifetimes racial power as a free interrupt to add a +1d6 bonus to the triggering roll.
Class, Kill Effect, Power Enhancement, Support
Prerequisites: Warlock class, Warlock's Curse feature, Pact Boon feature
Benefit: You can choose to use your Pact Boon power as a Ranged 3 power targeting one ally instead of using it as a personal power. The power does not trigger reactive strikes for using a ranged power when used this way.
Class, Racial, Saving Throws, Support
Prerequisites: Human race, Leader role
Benefit: When you use a power that allows an ally to make a saving throw, that ally gains a +1 bonus to the saving throw.
Familiar
Familiar, Mobility
Prerequisites: Dexterity 15, Arcane Familiar feat
Benefit: You and your familiar each receive a +1 feat bonus to speed. If your familiar has additional movement modes, it gains this speed to all of them.
Class, Healing, Second Wind, Support, Worship
Prerequisites: any divine class, must worship Moradin
Benefit: When you use your second wind, you can choose an ally within 5 squares of you. The chosen ally regains the hit points instead of you.
Class, Defense, Support
Prerequisites: Swordmage class, Swordmage Warding feature
Benefit: While your Swordmage Warding class feature is active, allies adjacent to you have a +1 bonus to AC.
Class, Defense, Shield
Prerequisites: Wisdom Ability, Fighter class
Benefit: When you hit with a power that requires a shield, you gain a +1 bonus to AC and Reflex until the end of your next turn. This counts as part of the bonus the shield grants you for abilities that reference it, such as the Encouraging Shield feat.
Damage Bonus, Shield
Prerequisites: Wisdom 15, proficiency with any shield
Benefit: At the start of your turn, you can choose to forgo the bonus to defenses from a shield you wield.
If you do, you gain a bonus to damage rolls until the start of your next turn. The bonus equals +1 for every two [W] of damage, rounded up.
Shield, Skill Enhancement
Prerequisites: proficiency with any shield
Benefit: You ignore the check penalty for wielding a shield for all shields you are proficient with.
Defense, Shield
Prerequisites: proficiency with any shield
Benefit: When you are using a shield you are proficient with, you also add the bonus it grants to your Reflex to your Fortitude.
Class, Damage Resistance, Mark Punishment, Support
Prerequisites: must worship Erathis; Defender role or Cleric class with Battle Lore feature
Benefit: While adjacent to you, allies have resist 2 all against attacks from enemies marked by you.
This increases to resist 4 at 11th level, and to 8 at 21st level.
Defense, Power Enhancement, Racial
Prerequisites: Drow race, cloud of darkness racial power
Benefit: You gain a +2 bonus to your Reflex defense while you are within the area of your cloud of darkness racial power.
Proficiency Gain, Shield
Prerequisites: Strength 15, proficiency with light shields
Benefit: You gain proficiency with heavy shields.
Proficiency Gain, Shield
Prerequisites: Strength 13
Benefit: You gain proficiency with light shields.
Class, Forced Movement, Mark Punishment, Shield
Prerequisites: Fighter class, enforce challenge class power
Benefit: If you hit an enemy with the attack granted by your enforce challenge class power, you can push that enemy 1 square as a free reaction to the triggering attack. You must be using a shield you have proficiency with to gain this benefit.
This increases to push up to 2 squares at 21st level.
Defense, Shield
Prerequisites: Dexterity 13, Wisdom 15, proficiency with light shields or heavy shields
Benefit: When using a shield you have proficiency with, you gain a +1 feat bonus to AC and Reflex. This counts as part of the bonus the shield grants you for abilities that reference it, such as the Encouraging Shield feat.
Defense, Racial, Saving Throws, Support
Prerequisites: Dwarf race
Benefit: When you are adjacent to a bloodied, unconscious, or helpless ally, that ally gains a +1 bonus to saving throws and all defenses. This bonus does not stack if the ally is adjacent to more than one character with this feat.
This increases to a +2 bonus if you are using a shield you have proficiency with.
Class, Defense, Healing, Second Wind
Prerequisites: Fighter class
Benefit: When you use your second wind and are using a shield you have proficiency with, you regain additional hit points equal to your Wisdom modifier, the bonus to defenses lasts until the end of your next turn instead of the start.
The additional hit points regained increase to 2 + your Wisdom modifier at 11th level, and to 5 + your Wisdom modifier at 21st level.
Familiar
Damage Resistance, Familiar, Power Repertoire, Triggered
Prerequisites: Arcane Familiar feat, 6th-level or higher utility power
Benefit: You replace one utility power of 6th level or higher with the shielding familiar feat power.
Feat
Utility
Shielding Familiar
DailyImmediate Interrupt
Your familiar leaps to deflect an attack, sacrificing itself to save you
Arcane
Requirement:  Your familiar must be in its passive state.
Trigger:  You are hit be an attack
Personal
Effect:  The triggering attack deals only half damage to you, and your familiar is destroyed.
Class, Defense, Power Enhancement, Support
Prerequisites: Shaman class, Protector Spirit feature, healing spirit class power
Benefit: When you use your healing spirit, each ally adjacent to your spirit companion gains a +2 power bonus to all defenses until the end of your next turn.
Class, Defense, Weapon Specialization
Prerequisites: Monk class, Flurry of Blows feature
Benefit: When you use your Flurry of Blows power while you are wielding a quarterstaff, you gain cover against ranged attack and area attacks until the end of your next turn or until you are no longer wielding a quarterstaff. You also do not grant combat advantage for being flanked while you have this benefit, though you still count as being flanked for other purposes.
Class, Defense, Power Enhancement, Worship
Prerequisites: Cleric class, healing word class power, must worship a deity with the Protection domain
Benefit: The target of your healing word class power also gain a +2 bonus to AC and Reflex until the end of your next turn.
Class, Initiative, Mobility, Power Enhancement
Prerequisites: Warlord class, battlefront shift class power
Benefit: Your battlefront shift class power becomes a Close burst 10, and targets you and each ally in the burst.
Mobility, Power Enhancement, Racial, Skill Enhancement
Prerequisites: Shifter race; longtooth shifting racial power or razorclaw shifting racial power
Benefit: While you are under the effects of your shifter racial power, you gain a +5 power bonus to Acrobatics checks and Athletics checks.
Animal Companion, Class, Physical Change, Support
Prerequisites: Shifter race, Ranger class, Beast Mastery feature; longtooth shifting racial power or razorclaw shifting racial power
Benefit: Whenever you use your shifter racial power, you beast companion also gainst the benefits of that power.
Class, Power Enhancement, Racial, Support
Prerequisites: Artificer class, Arcane Empowerment feature, Shifter race; longtooth shifter racial power or razorclaw shifter racial power
Benefit: When you use your shifter racial power, the power's base effect extend to one ally wielding a weapon or implement affected by the Augment Energy use of your Arcane Empowerment class feature. The effect ends on the ally when he or she expends the energy.
Mobility, Power Enhancement, Racial
Prerequisites: Kobold race, shifty maneuver racial power
Benefit: When you use your shifty maneuver racial power, one target of the power can shift up to 2 additional squares.
Defense, Defense
Benefit: When you use the total defense action, you can also shift 1 square.
This inscreases to shift up to 2 squares at 21st level.
Class, Mobility, Racial
Prerequisites: Githzerai race, Shaman class, Spirit Companion feature
Benefit: Whenever you shift, your spirit companion can shift up to the sane number of squares.
Class, Mobility, Racial, Triggered
Prerequisites: Dwarf race, Stand Your Ground trait, Monk class
Benefit: When you succeed in a saving throw to avoid being knocked prone, you can shift a number of squares equal to your Wisdom modifier as a free reaction.
Class, Mobility, Second Wind, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: When you use your second wind while you are in beast form, you can also shift up to 2 squares.
Damage Bonus, Fire, Lightning, Racial
Prerequisites: Genasi race; Firesoul Manifestation trait or Stormsoul Manifestation trait
Benefit: When your current Elemental Manifestation is either Firesoul or Stormsoul and you haven't expended the racial power granted by your Elemental Manifestation racial trait, your melee attacks deal an extra 2 fire damage or an extra 2 lightning damage, respectively.
This extra damage increases to 4 at 21st level.
Class, Class Combination, Radiant, Power Enhancement
Prerequisites: Warlock class, Star Pact feature, Warlock's Curse feature, any divine class multiclass feat
Benefit: When you deal deal your extra curse damage, you can choose for that damage to be radiant damage.
Also, if you have the eldritch blast or eldritch strike attack power, you can choose for it to deal radiant damage and gain the Radiant keyword. You can make this choice each time you use the power.
Defense, Kill Effect
Prerequisites: trained in Intimidate
Benefit: Whenever you reduce an enemy to 0 hit points or fewer, you gain a +1 bonus to all defenses until the end of your next turn.
Defense Penalty, Power Enhancement, Racial
Prerequisites: Genasi race, plaguebearer racial power
Benefit: When your plaguebearer racial power, you activate an Aura 1 (Poison) until the end of your next turn.
Enemies in the aura take a -2 penalty to all defenses.
Class, Damage Bonus, Triggered
Prerequisites: Warlock class, Eldritch Pact feature, Shadow Walk feature
Benefit: Whenever en enemy misses you with a melee attack while you have concealment from your Shadow Walk class feature, that enemy takes damage. The type and amount of damage depends on your Eldritch Pact.
Dark Pact: Necrotic damage equal to your Dexterity modifier + your implement's enhancement bonus.
Elemental Pact: Damage equal to your Constitution modifier + your implement's enhancement bonus of the type matching your elemental affinity.
Fey Pact: Psychic damage equal to your Dexterity modifier + your implement's enhancement bonus.
Infernal Pact: Fire damage equal to your Constitution modifier + your implement's enhancement bonus.
Sorcerer-King Pact: Necrotic damage equal to your Intelligence modifier + your implement's enhancement bonus.
Star Pact: Radiant damage equal to your Intelligence modifier + your implement's enhancement bonus.
Vestige Pact: Psychic damage equal to your Intelligence modifier + your implement's enhancement bonus.
Class, Defense, Support
Prerequisites: Human race, Fighter class, Combat Challenge feature
Benefit: While you are able to take actions, allies adjacent to you gain a +1 shield bonus to AC against enemies marked by you.
Familiar
Familiar, Perception
Prerequisites: Arcane Familiar feat
Benefit: While your familiar is in passive mode, you benefit from its special senses by seeing through its eyes.
Also, when you return your familiar from active mode to passive mode, it can show you one image of what it saw while it was in active mode.
Team
Benefit: You gain a +2 feat bonus to Stealth checks.
Also, whenever you roll a Stealth check and dislike the result, if you are within 5 squares of a member of your team who has this feat or is trained in Stealth, you can reroll the Stealth check. Your feat bonus increases by +1 for each team member of your team with this feat within 5 squares of you, to a maximum of +5.
Class, Mobility, Skill Penalty, Stealth, Weapon Specialization
Prerequisites: Ranger class or Rogue class, Silent Shot Student feat
Benefit: When you are attacking with a shortbow or a Crossbow that you have proficiency with, you gain the following benefits:
► Whenever you hit an enemy with a martial attack, that enemy takes a -2 penalty to Perception checks until the end of your next turn.
► If you use a martial encounter attack that allows you to move and you are hidden when you use it, you remain hidden until you attack and can move 1 additional square. You do not take the -5 penalty to your Stealth check if you more than 2 squares.
► If you use a martial encounter attack that allows you to move and you are not hidden when you use it, you can make a Stealth check to hide as part of that movement.
Class, Skill Enhancement, Stealth, Weapon Specialization
Prerequisites: Ranger class or Rogue class; proficiency with the shortbow or proficiency with any Crossbow
Benefit: You gain a +2 feat bonus to Stealth checks.
Also, when you make a martial ranged at-will with the shortbow or a Crossbow you have proficiency with and you are hidden from the target, you deal +2 additional damage.
This additional damage increases to +4 at 11th level, and to +6 at 21st level.
Cold, Damage Bonus, Radiant
Prerequisites: must worship Sehanine
Benefit: You gain a +1 bonus to damage with powers that have the Cold or Radiant keyword.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Attack Bonus, Class
Prerequisites: Monk class
Benefit: Whenever you hit with a monk at-will attack power or a melee basic attack, you gain a +1 bonus to attack rolls with monk attacks until the end of your next turn.
Skill Enhancement
Prerequisites: trained in chosen skill
Benefit: Choose a skill in which you have training. You gain a +3 feat bonus to checks with the chosen skill.
Special: You can take this feat multiple times. Each time you select this feat, choose a different skill.
Power Repertoire
Benefit: You gain a skill power of your level or lower for a skill in which you have training.
Special: You can take this feat a second time as a paragon feat, and a third time as an epic feat.
Skill Training
Benefit: You gain training in one skill of your choice, which doesn't need to be on your class skill list.
Special: You can take this feat more than once. Each time you select this feat, choose a different skill.
Class, Combat Advantage, Damage Bonus, Skill Enhancement
Prerequisites: Rogue class, Sneak Attack feature, trained in Bluff
Benefit: You gain a +2 bonus to Bluff checks made to feint.
Also, when you successfully feint, you deal an additioan +2 damage for each die of Sneak Attack damage you deal to the target.
Armor, Class, Fear, Skill Enhancement
Prerequisites: any primal class, proficiency with hide armor
Benefit: While wearing hide armor you have proficiency with, you gain an item bonus to Intimidate checks equal to the hide armor's enhancement bonus (minimum +1 bonus).
Class, Power Enhancement, Weapon Specialization
Prerequisites: Monk class, Flurry of Blows feature
Benefit: When you use your Flurry of Blows power and are wielding a loaded Sling, one of the targets can be within 10 squares of you. This counts as a ranged attack that does not provoke reactive strikes and uses the ammunition from your Sling.
Action Point, Class, Mobility, Support
Prerequisites: Warlord class, Skirmishing Presence feature, warlord's aura class power
Benefit: Whenever an ally within your warlord's aura spends an action point to attack, you can slide that ally 1 square as a free interrupt.
This increases to slide up to 2 squares at 21st level.
Multiclass
Action Point, Mobility, Multiclass Warlord, Support
Prerequisites: Strength 13 or Intelligence 13
Benefit: When an ally within 5 squares of you spends an action point, that ally can use a free interrupt to shift 1 square before or after the effects of the action point have been resolved.
Class, Mobility, Size-based
Prerequisites: Small or smaller size, Monk class
Benefit: When you use a monk power to shift 3 or more squares, you can shift through enemies' spaces.
Class, Ongoing Damage, Power Enhancement, Proficiency Gain, Weapon Specialization
Prerequisites: Monk class, Flurry of Blows feature
Benefit: You gain proficiency with the sickle
Also, when you use your Flurry of Blows power and are wielding a sickle, you can choose one of the targets.
If you do, the chosen target instead takes ongoing damage (save ends) equal to the damage you would normally deal to it.
Class, Damage Bonus, Triggered
Prerequisites: Strength 17, Dexterity 17; Fighter class or Ranger class
Benefit: When you hit with an enemy with a melee attack on your turn, you activate an Aura 1 (Martial) until the start of your next turn.
An enemy that ends its turn in the aura takes damage equal to your ability modifier + your weapon's enhancement bonus. The ability modifier depends on the weapon your are wielding:
Axe, Hammer, Mace, Pick: Constitution modifier.
Flail, Heavy Blade, Light Blade, Unarmed, Spear: Dexterity modifier.
Polearm, Staff: Wisdom modifier.
Bloodied Enemy, Class, Kill Effect, Mobility
Prerequisites: Barbarian class
Benefit: When you bloody a creature or reduce a creature to 0 hit points or fewer, you can shift 1 square as a free reaction.
If you have the Whirling Frenzy class feature, you increase the shift from that feature when you bloody a creature instead, and you can shift 2 squares when you reduce a creature to 0 hit points or fewer.
Action Point, Class, Damage Bonus
Prerequisites: Rogue class, Sneak Attack feature
Benefit: When you spend an action point to take an extra action and deal your Sneak Attack damage as part of that action, it does not count towards your normal limit of dealing Sneak Attack damage only once per turn.
Defense, Weapon Specialization
Benefit: You gain a +4 bonus to all defenses against reactive strikes triggered for making a ranged or area attack using a Sling.
Class, Mobility, Shapechange, Skill Enhancement
Prerequisites: Druid class, wild shape class power
Benefit: You gain a +2 feat bonus to Acrobatics checks.
Also, while you are in beast form, you do not provoke reactive strikes for movement when you crawl.
Damage Resistance, Skill Enhancement
Prerequisites: trained in Acrobatics
Benefit: When you fall, you reduce the falling damage by your Acrobatics check result instead of one-half your check result.
Dying, Saving Throws
Benefit: You gain a +2 feat bonus to death saving throws. This bonus increases by +1 for each failed death saving throw you have made.
Multiclass
Defense, Mobility, Multiclass Rogue, Skill Training
Prerequisites: Dexterity 13, Charisma 13
Benefit: You gain training in either the skill.
Also, once per encounter, when an enemy makes a reactive strike against you, you can add your Charisma modifier to your AC against that attack.
Damage Bonus, Weapon Specialization
Prerequisites: Wisdom 15, proficiency with any Bow
Benefit: You gain a +3 bonus to Weapon damage rolls when attacking with any Bow you have proficiency with when the target has no other creatures within 3 squares of it.
Class, Defense, Size-based
Prerequisites: Small or smaller size, Fighter class
Benefit: While you are wielding a Versatile weapon, you gain a +2 shield bonus to AC and Reflex.
Multiclass
Combat Advantage, Damage Bonus, Multiclass Rogue, Skill Training
Prerequisites: Dexterity 15
Benefit: You gain training in the Thievery skill.
Also, once per encounter, you can use the Sneak Attack rogue class feature.
Class, Combat Advantage, Miss Mitigation, Power Enhancement, Racial
Prerequisites: Elf race, elven accuracy racial power, Rogue class, Sneak Attack feature
Benefit: If you use your elven accuracy racial power to reroll an attack against an enemy granting you combat advantage and miss, you regain your elven accuracy power at the start of your next turn.
Class, Racial, Stealth
Prerequisites: Gnome race, Rogue class, Sneak Attack feature
Benefit: Once per encounter, when you attack and deal Sneak Attack to a creature while you are invisible, the invisibility does not end as a result of that attack.
Class, Damage Bonus, Reactive Strikes, Weapon Specialization
Prerequisites: Rogue class
Benefit: Your reactive strikes with Light Blades deal an additional +1d6 damage.
This additional damage increases to +2d6 at 21st level.
Class, Damage Bonus, Racial
Prerequisites: Goblin race, Rogue class, Sneak Attack feature
Benefit: When you deal Sneak Attack damage to a creature adjacent to you, you can reroll each extra damage die from Sneak Attack that shows a 1 until it shows a different number.
Class, Proficiency Gain, Weapon Specialization
Prerequisites: Rogue class, Sneak Attack feature
Benefit: You gain proficiency with the quarterstaff.
Also, you gain the benefits of your Sneak Attack with the quarterstaff.
In addition, you can use a the quarterstaff with melee rogue attacks that require a Light blade.
Class, Damage Bonus, Miss Mitigation
Prerequisites: Ranger class, Hunter's Quarry feature, trained in Perception
Benefit: Whenever you miss your quarry with a ranged daily ranger attack and deal damage on the miss, you can deal the additional damage from your Hunter's Quarry class feature. This doesn't allow you to deal the damage more than once per turn.
Multiclass
Condition Negation, Multiclass Paladin, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Wisdom 15
Benefit: You gain training in one skill from the paladin's class skill list.
Also, you gain proficiency with holy symbols.
In addition, you gain the virtue's touch paladin class power as a daily power.
Multiclass
Marking, Multiclass Paladin, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Strength 13, Charisma 13
Benefit: You gain training in one skill from the paladin's class skill list.
Also, you gain proficiency with holy symbols.
In addition, you gain the divine challenge paladin class power as an encounter power.
Mobility, Racial
Prerequisites: Dwarf race, Encumbered Speed trait
Benefit: You gain the Earth Walk ability, allowing you to ignore difficult terrain that is the result of rubble, uneven stone, or earthen construction such as stairs.
Defense, Force, Thunder
Prerequisites: Constitution 15
Benefit: When you use a power with the Force keyword or the Thunder keyword, choose Fortitude, Reflex, or Will.
After resolving the power, you gain a +2 bonus to the chosen defense until the end of your next turn.
Class, Support, Temporary Hit Points
Prerequisites: Bard class, Song of Rest feature
Benefit: An ally affected by your Song of Rest class feature can spend a healing surge at the end of a rest to gain temporary hit points equal to 5 + one-half your level + your Charisma modifier.
Class, Critical, Implement Specialization
Prerequisites: Strength 15, Dexterity 15, Charisma 23, Sorcerer class
Benefit: When you wield a sorcerer implement while using an arcane power, you can score a critical hit on a natural roll of 19 or 20.
Class, Damage Bonus, Weapon Specialization
Prerequisites: Sorcerer class
Benefit: When you use a ranged sorcerer power using a Dagger as an implement, you can choose to make that power a melee power instead.
If you do, the power has a range of melee weapon (despite being an Implement attack) and deals +1 additional damage.
The additional damage increases to +2 at 11th level, and to +3 at 21st level.
Class, Miss Mitigation
Prerequisites: Sorcerer class
Benefit: When you make a sorcerer attack and target at least two creatures, you can swap the attack rolls against two of the targets. You make this decision after making all the attack rolls for that power.
Multiclass
Damage Bonus, Multiclass Sorcerer
Prerequisites: any Sorcerer multiclass feat, Sorcerer paragon multiclass
Benefit: You gain a bonus to damage rolls with arcane powers. Bonus equals 1 + one-half your [Strength or Dexterity] modifier.
The bonus to damage increases to 3 + one-half your [Strength or Dexterity] modifier at 21st level.
Attack Bonus, Class
Prerequisites: Sorcerer class
Benefit: When all your sorcerer daily attack powers are expended, you have a +1 bonus to attack rolls with your sorcerer at-will attack powers until you regain the use of one or more of your sorcerer daily attack powers.
Class, Perception, Skill Enhancement
Prerequisites: Sorcerer class
Benefit: You can use your Arcana check modifier in place of your Perception check modifier or your Insight check modifier.
Class, Concealment, Defense
Prerequisites: Assassin class
Benefit: You have concealment against all creatures that are 5 or more squares away from you.
Multiclass
Damage Resistance, Multiclass Sorcerer, Proficiency Gain
Prerequisites: Charisma 13; Strength 13 or Dexterity 13
Benefit: Choose one of acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
You gain resist 5 against the chosen damage type.
Also, you gain proficiency in sorcerer implements.
Class, Summoning, Temporary Hit Points
Prerequisites: any shadow class or Necromancy Specialization feature or Nethermancy Specializaation feature
Benefit: When you use a Shadow, Necromancy, or Nethermancy power with the Summoning keyword, you gain 5 temporary hit points.
These temporary hit points increase to 10 at 11th level, and to 15 at 21st level.
Familiar
Familiar, Teleportation
Prerequisites: Arcane Familiar feat
Benefit: Your familiar gains a teleportation speed of 2.
Class, Power Recovery, Racial
Prerequisites: Half-elf race, Dilettante trait, Artificer class, Magical Infusion feature
Benefit: Once per day, you can expend the power you gained from your Dilettante racial trait to replenish an expended infusion. If this infusion is not used before the end of the encounter, it is lost.
Class, Combat Advantage, Forced Movement, Support
Prerequisites: Controller role, must worship Erathis
Benefit: Whenever you push, pull or slide an enemy, and that enemy ends the forced movement adjacent to an ally, the enenemy grants combat advantage to that ally until the end of your next turn.
Channel Divinity, Class, Critical
Prerequisites: Invoker class, Channel Divinity feature
Benefit: When you use any Channel Divnity power, the first divine attack you make before the end of your next turn can score critical hits on a natural roll of 18 to 20.
Class, Forced Movement, Reach, Shield, Weapon Specialization
Prerequisites: Intelligence 13, any martial class, proficiency with any shield
Benefit: While you are wielding a Spear and a shield and you have proficiency with both, you gain your choice of one of the following benefits with Martial at-will attacks:
► If the attack requires you to wield a shield, you gain +1 reach.
► If the attack pushes and your attack hits, you can shift the same number of squares to a space adjacent to the target.
► If the attack slides, you can choose to instead slide it the same number of squares +1 additional square.
Charge, Damage Bonus, Weapon Specialization
Benefit: You gain a +1 damage bonus to Weapon damage rolls you make with a Spear as part of a charge.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Critical, Weapon Specialization
Prerequisites: Strength 17, Dexterity 21
Benefit: When you make a Weapon attack with a Spear, you can score a critical hit on a natural roll of 19 or 20.
Condition Infliction, Mobility Hindrance, Power Enhancement, Weapon Specialization
Prerequisites: power strike attack power
Benefit: When you use your power strike attack power with a Spear you have proficiency with, you can choose to reduce the damage by +1[W].
If you do, you immobilize the target until the end of your next turn.
Class, Damage Resistance, Racial, Triggered
Prerequisites: Revenant race, Assassin class
Benefit: While you are unconscious, you are insubstantial. You take full damage from radiant damage.
Action Point, Damage Resistance, Shadow Nature
Prerequisites: any shadow class or shadow origin
Benefit: When you spend an action point, you also become insubstantial until the end of your current turn.
If you spend an action point when it is not your turn, you instead become insubstantial until the end of your next turn.
You take full damage from radiant damage.
Condition Negation, Power Enhancement, Racial
Prerequisites: Revenant race, dark reaping racial power
Benefit: When you deal the damage from your dark reaping racial power to a target, that attack ignores the insubstantial quality if the target has it.
If your attack already deals full damage to an insubstantial target, the attack instead deals +2 additional damage.
This additional damage increases to +4 at 11th level, and to +6 at 21st level.
Weapon Specialization
Prerequisites: proficiency with any Crossbow
Benefit: On your turn, as long as you have actions remaining, you can reload a Crossbow that has the Load Minor weapon property as a free action instead.
Starting at 21st level, you can reload a Crossbow that has the Load Minor weapon property as part of the same action used to attack with it.
Class, Mobility, Power Enhancement, Racial, Support
Prerequisites: Genasi race, Leader role; swiftcurrent racial power or windwalker racial power
Benefit: When you use your swiftcurrent racial power or your windwalker racial power, each ally within 5 squares of you gains a +2 power bonus to speed until the end of your next turn.
Class, Mobility, Triggered
Prerequisites: Dexterity 15; Avenger class, Rogue class or Monk class
Benefit: If you are hit by an attack while moving, you gain a +1 bonus to speed for that movement. This bonus is cumulative if you are hit multiple times.
Class
Prerequisites: Dexterity 17, Wizard class
Benefit: You can omit a number of squares from the area of effect of your area or close wizard powers. The maximum number of squares you can omit is equal to 1 + one-half your Dexterity modifier.
If you have the Wand of Accuracy class feature, you can omit a number of squares equal to your Dexterity modifier instead.
If you have the Evocation Specialization class feature, you can omit a number of squares equal to 1 + one-half your Constitution modifier instead.
Class, Saving Throw Penalty
Prerequisites: Charisma 13, Wizard
Benefit: Creatures take a -2 penalty to the first saving throw they attempt against your wizard powers.
Spellscar
Channel Divinity, Class, Damage Bonus, Defense Penalty, Fire, Necrotic, Spellscar
Prerequisites: any divine class, Channel Divinity feature
Benefit: When you use a Channel Divinity power, choose one of the following two effects:
► One enemy adjacnet to you takes a -2 penalty to all defenses until the end of your next turn.
► One ally adjacent to you deals 4 extra fire and necrotic damage with all attacks until the end of your next turn, or half this extra damage for multiattacks.
The extra damage increases to 6 at 11th level, and to 8 at 21st level.
If you have the Student of the Plague feat, you gain both effects.
Spellscar
Racial, Skill Enhancement, Spellscar
Prerequisites: Half-elf race
Benefit: You gain a +2 feat bonus to Bluff checks and Diplomacy checks.
You also gain a +4 bonus to all attempts you make to conceal or disguise your spellscar.
If you have the Student of the Plague feat, the feat bonus to Bluff increases to +4.
Background, Skill Enhancement, Perception, Spellscar
Prerequisites: Extensive experience with the Spellplague
Benefit: You know when you're within 5 squares of something touched by the Spellplague, such as an area affected by it, a plaguetouched creature, or a creature with a spellscar. You can sense the presence of the source, but not the direction or distance.
You also gain a +2 feat bonus to Nature checks.
Familiar
Attack Bonus, Class, Familiar, Power Repertoire
Prerequisites: any arcane class, Arcane Familiar feat, 6th-level or higher utility power
Benefit: You gain a +1 bonus to attack rolls with arcane powers against targets that are adjacent to your active familiar.
Also, you replace one utility power of 6th level or higher with the spellseer familiar feat power.
Feat
Utility
Spellseer Familiar
DailyFree Interrupt
Your familiar attracts your fruitlessly expended arcane energy, and channels it back to you for another attempt
Arcane
Requirement: Your familiar must be in its active state.
Trigger: You miss a target with an arcane encounter attack
Effect: You reroll the triggering attack roll and use the second result, even if it is lower.
Class, Mobility, Racial
Prerequisites: Drow race, any primal class
Benefit: You gain a +1 feat bonus to speed. This bonus increases to +2 while you're under the effects of a primal Polymorph or Rage power.
Bloodline
Class, Combat Advantage, Forced Movement, Foulborn Heritage, Mark Punishment
Prerequisites: Battlemind class, mind spike class power, Fourborn Heritage feat
Benefit: When you use your mind spike class power, you can also slide the target 1 square, and the target grants combat advantage until the start of its next turn.
The forced movement increases to up to 2 squares at 21st level.
Multiclass
Multiclass Spiked Chain, Proficiency Gain, Two-weapon Fighting, Weapon Specialization
Prerequisites: Dexterity 13
Benefit: You gain proficiency with the spiked chain.
Also, you can treat the spiked chain as a double weapon. As a double weapon, each end is a Light Blade with a +3 proficiency bonus that deals 2d4 damage. The primary end has the Reach and Stout weapon properties, and the secondary end has the Off-hand weapon property.
In addition, you can learn the following powers as multiclass powers of the indicated level:
Spiked Chain
Attack 3
Chain Trip
EncounterStandard Action
You lash out with your chain and jerk your foe to the ground
Martial, Weapon
Requirement: You must be wielding a spiked chain.
Attack: Melee weapon (one creature)
Strength or Dexterity vs. Reflex
Hi: 1[W] + [Strength or Dexterity] modifier damage, and you knock the target prone.
Level 17: If you know this power as an encounter attack power of 17th level or higher, the damage increases to 3[W] + {Strength or Dexterity] modifier.
Effect: You slide the target up to 2 squares to a space within your reach.
Spiked Chain
Utility 6
Chain Ward
DailyMinor Action
You whirl your chain above your head and watch your foes with sharp, opportunistic menace
Martial, Stance
Requirement: You must be wielding a spiked chain.
Personal
Effect: You enter the Chain Ward stance.
While you remain in the stance, you threaten all squares within your reach.
Spiked Chain
Attack 9
Spiked Shackles
DailyStandard Action
With remarkable deftness, you wrap your foe in your chain, allowing you to squeeze the spike home and control your enemy's movements
Martial, Weapon
Requirement: You must be wielding a spiked chain.
Attack: Melee weapon (one creature)
Strength or Dexterity vs. Reflex
Hit: 3[W] + [Strength or Dexterity] modifier damage.
Level 25: If you know this power as a daily attack power of 25th level or higher, the damage increases to 6[W] + [Strength or Dexterity] modifier.
The target takes a -2 penalty to checks to escape from being grabbed by this attack.
Miss: Half damage.
Effect: You grab the target with your spiked chain. You can sustain the grab as long as the target is within your reach, and you deal the target 1[W] + [Strength or Dexterity] modifier damage when you sustain the grab.
Level 25: If you know this power as a daily attack power of 25th level or higher, the damage inreases to 2[W] + [Strength or Dexterity] modifier.
While the target remains grabbed, you can use a minor action to slide the target 1 square. Alternatively, you can sustain the grab as a standard action to also slide it 2 squares as part of that action.
Level 25: Slide 2 or 3 squares, respectively.
Class, Combat Advantage, Fear
Prerequisites: Rogue class
Benefit: On your turn, when you hit a creature that is under a Fear effect, that creature grants combat advantage until the start of your next turn.
Class, Power Recovery, Racial
Prerequisites: Dragonborn race, dragon breath racial power, any primal class
Benefit: When ou use a daily primal attack power that has a keyword that matches the damage type of your dragon breath racial power, you regain the use of dragon breath after that daily power has been resolved.
If your dragon breath racial power can deal different types of damage, you must use a daily primal attack that has a keyword that matches at least one of the damage types you used when you expended your dragon breath racial power.
Class, Power Recovery, Racial
Prerequisites: Dragonborn race, dragonfear racial power, any primal class
Benefit: When you use a daily primal attack power that has Fear or Psychic keyword, you regain the use of your dragonfear racial power after that daily power has been resolved.
Mobility, Power Enhancement, Racial
Prerequisites: Shadar-kai race, shadow jaunt racial power
Benefit: When you use your shadow jaunt racial power, you gain phasing until the end of your next turn.
Pact
Class, Forced Movement, Kill Effect, Power Enhancement
Prerequisites: Warlock class, Sorcerer-King Pact feature, Warlock's Curse feature, Spirit Talker of Lalali-Puy feat
Benefit: Whenever an enemy under your curse drops to 0 hit points or less, you gain the following benefit in addition to regaining your Fell Might:
► You can slide each creature that is either adjacent to you or under your curse 1 square.
This increases to slide up to 2 squares at 21st level.
Also, you can expend your Fell Might to enhance any power associated with this feat. When you hit with such a power, the target makes a melee basic attack as a free interrupt against a creature of your choice.
Associated Powers: eldritch rain (lvl 3), mire the mind (lvl 7), bewitching whispers (lvl 13), thirsting tendrils, thorns of venom (lvl 23), curse of the fey kind (lvl 27)
Class, Healing, Support, Worship
Prerequisites: Leader role, must worship Erathis
Benefit: While adjacent to you, allies gain a +2 feat bonus to their healing surge value. If you perform no actions as part of a short rest, you can grant this bonus to your allies during that rest.
This bonus increases to +4 at 11th level, and to +6 at 21st level.
Class, Condition Negation, Second Wind, Support
Prerequisites: Mul race, incredible toughness racial power, Shaman class, call spirit companion class power
Benefit: When an ally uses his or her second wind while adjacent to your spirit companion, he or she can end one dazing, slowing, or weakening effect currently affecting him or her.
Class, Healing, Second Wind, Support
Prerequisites: Shaman class, Protector Spirit feature
Benefit: When you use your second wind, each ally adjacent to your spirit companion can spend a healing surge to regain hit points equal to his or her healing surge value.
Class, Support, Temporary Hit Points
Prerequisites: Shaman class, Elemental Spirit feature
Benefit: When you use your call spirit companion class power on your turn, one ally adjacent to your spirit companion when it appears gain temporary hit points equal to your Intelligence modifier.
These temporary hit points increase to 3 + your Intelligence modifier at 11th level, and to 6 + your Intelligence modifier at 21st level.
Multiclass
Multiclass Shaman, Power Repertoire, Proficiency Gain, Skill Training
Prerequisites: Wisdom 13
Benefit: You gain training in the Nature skill.
You gain the call spirit companion shaman class power, but you use it as a standard action.
Also, choose a Companion Spirit option. You gain the at-will shaman power associated with that option (such as spirit's shield or spirit's fang) as an encounter power.
In addition, you gain the speak with spirits as a daily power.
You gain proficiency with shaman implements.
Class, Necrotic, Poison
Prerequisites: Warlock class, Dark Pact feature
Benefit: When you use a warlock power that deals necrotic damage or poison damage, you can choose to change that damage to necrotic and poison damage instead. The power gains the keyword for the added damage type.
Class, Power Enhancement, Skill Enhancement, Support
Prerequisites: Shaman class, speak with spirits class power
Benefit: You can use your speak with spirits class power as a Ranged 5 power that targets one ally instead of using it as a personal power.
Pact
Class, Power Enhancement, Skill Enhancement, Teleportation
Prerequisites: Warlock class, Sorcerer-King pact feature
Benefit: You gain a +2 feat bonus to Nature checks.
Also, when you enhance your hand of blight attack power with your Fell Might, you can choose to teleport the target instead of dealing the additional damage from enhancing normally. You teleport the target up to a number of squares equal to your Intelligence modifier to a space adjacent to an ally.
Class, Power Enhancement, Skill Enhancement, Support
Prerequisites: Shaman class, speak with spirits class power
Benefit: When you make a skill check with the bonus from your speak with spirits class power, each ally within 5 squares of you gains a +2 power bonus to the first check he or she makes using the same skill before the start of your next turn.
Class, Defense, Support, Triggered
Prerequisites: Shaman class, Protector Spirit feature
Benefit: When your spirit companion disappears because of an attack made against it, choose one ally adjacent to it.
The chosen ally gains a +2 power bonus to all defenses until the end of the encounter or until you next call your spirit companion, whichever comes first.
Class, Perception
Prerequisites: Shaman class, call spirit companion class power
Benefit: When your spirit companion is present and you make a Perception check, you can roll twice and use either result.
Class, Power Enhancement, Racial, Teleportation
Prerequisites: Eladrin race, fey step racial power, Shaman class, call spirit companion class power
Benefit: When you use your fey step racial power, you can also teleport your spirit companion the same maximum distance.
Class, Condition Infliction, Mobility Hindrance, Triggered
Prerequisites: Shaman class, World Speaker Spirit feature
Benefit: When your spirit companion disappears because of an attack made against it, the creature that made the attack becomes slowed until the end of the encounter or until you next call your spirit companion, whichever comes first.
Class, Damage Bonus, Support, Triggered
Prerequisites: Shaman class, Stalker Spirit feature
Benefit: When your spirit companion disappears because of an attack made against it, choose one ally adjacent to it.
The chosen ally gains a bonus to damage against the creature that made the attack. The bonus is +2 and lasts until the end of the encounter or until you next call your spirit companion, whichever comes first.
The bonus to damage increases to +4 at 11th level, and to +6 at 21st level.
Class, Mobility, Support, Triggered
Prerequisites: Shaman class, Elemental Spirit feature
Benefit: When your spirit companion disappears as a result of one of your shaman attack powers, choose one ally adjacent to it.
The chosen ally can shift 1 square as a free reaction.
This increases to shift 2 squares at 21st level.
Class, Defense, Second Wind, Support
Prerequisites: Seeker class, Spiritbond feature
Benefit: When you use your second wind, one ally adjacent to you gains a +2 bonus to all defenses until the start of your next turn.
Class, Condition Infliction, Power Enhancement
Prerequisites: Seeker class, spirits' rebuke class power
Benefit: Targets damaged by your spirits' rebuke class power also fall prone.
Class, Combat Advantage, Power Enhancement, Racial, Teleportation
Prerequisites: Dexterity 15, Drow race, cloud of darkness racial power, Assassin class, shadow step class power
Benefit: If you use your shadow step class power while within the area of your cloud of darkness racial power, you increase the maximum distance you can teleport by one-half your Dexterity modifier and gain combat advantage against one enemy adjacent to you at the end of the teleport. The combat advantage lasts until the end of your text turn.
Bloodied Enemy, Class, Damage Bonus, Racial, Stealth
Prerequisites: Gnome race, any primal class
Benefit: You gain a +2 bonus to damage rolls against bloodied enemies you are hidden from.
This bonus to damage increases to +4 at 11th level, and to +6 at 21st level.
Attack Bonus, Class, Racial, Second Wind
Prerequisites: Dwarf race, any primal class
Benefit: When you use your second wind, you gain a +2 bonus to the first attack roll you make with a primal attack before the end of your next turn.
Bloodied, Class, Damage Bonus, Racial
Prerequisites: Dragonborn race, any primal class; dragon breath racial power or dragonfear racial power
Benefit: The first time that you are bloodied in an encounter, your attacks deal +1d6 extra damage until the end of your next turn. The damage is of the same type as your dragon breath.
Even if your dragon breath can deal different types of damage, this damage is of the original damage type you chose at character creation.
This extra damage increases +2d6 at 11th level, and to +3d6 at 21st level.
Class, Kill Effect
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: When an enemy cursed by you drops to 0 hit points or less, you can place your curse on all enemies adjacent to the dying enemy as a free reaction.
Mobility
Benefit: Once per turn when you stand up from prone, you can also shift 1 square.
This increases to up to 2 squares at 21st level.
Charge, Critical, Racial
Prerequisites: Minotaur race, Heedless Charge trait
Benefit: On your turn, when you score a critical hit with a charge attack, you can charge a different creature as a free reaction.
Class, Implement Specialization
Prerequisites: Invoker class
Benefit: When you use an invoker ranged Implement power using a Staff you have proficiency with, you can choose to make the power a melee 1 power instead.
Defense, Implement Specialization, Reach, Weapon Specialization
Benefit: When you make a Weapon attack using a Staff that you have proficiency with, you gain +1 reach.
Also, you gain a +4 bonus to all defenses against attacks triggered for making a ranged or area Implement attack using a Staff you have proficiency with.
Defense, Two-weapon Fighting, Weapon Specialization
Prerequisites: Wisdom 13, proficiency with quarterstaff
Benefit: You can treat the quarterstaff as a double weapon. As a double weapon, each end is a Staff with a +2 proficiency bonus that deals 1d8 damage. The primary end has the Defensive and Stout weapon properties, and the secondary end has the Off-hand weapon property.
class, Combat Advantage, Weapon Specialization
Prerequisites: Wisdom 13, any divine class
Benefit: You gain combat advantage on the first divine Weapon attack you make during an encounter using a Staff you have proficiency with.
Combat Advantage, Power Enhancement, Weapon Specialization
Prerequisites: power strike attack power
Benefit: When you use your power strike attack power with a Staff you have proficiency with, the target grants combat advantage until the end of your next turn.
Class, Forced Movement
Prerequisites: Ranger class, Hunter's Quarry feature
Benefit: Whenever you would deal your Hunter's Quarry damage, you can forgoe one or more dice of that damage to push the target 1 square for each die you forgoe.
Class, Condition Infliction, Mark Punishment, Shield
Prerequisites: Fighter class, enforce challenge class power
Benefit: When you use your enforce challenge class power, if you are using a shield, you can choose to deal half damage with your attack to knock the target prone one a hit.
Class, Forced Movement
Prerequisites: any primal class
Benefit: Whenever you daze or stun an enemy with a primal power, you can choose to push that enemy up to 1 square.
This increases to push up to 2 squares at 21st level.
Class, Combat Advantage, Mark Punishment, Support
Prerequisites: Battlemind class, mind spike class power
Benefit: When you use your mind spike class power, choose one ally targeted by the triggering attack.
The chosen ally gains combat advantage against the triggering enemy until the end of the enemy's next turn.
Class, Stealth
Prerequisites: Psion class
Benefit: While a creature is dazed or stunned by one of your psion powers, you are invisible to that creature.
Class, Mobility, Support
Prerequisites: Shaman class, Stalker Spirit feature
Benefit: An ally who starts his or her turn adjacent to your spirit companion can shift 1 square as a free action as the first action of that turn.
This increases to shift up to 2 squares at 21st level.
Class, Initiative, Shapechange, Skill Enhancement, Stealth
Prerequisites: Druid class, wild shape class power
Benefit: While you are in beast form, you gain a +4 feat bonus to Stealth checks, and a +4 feat bonus to Initiative checks.
Perception, Skill Enhancement, Teamwork
Benefit: You gain a +2 feat bonus to Perception checks.
If you are adjacent to another ally who has this feat, this bonus increases to +4 when attempting to detect a hidden enemy.
Also, you do not take the -5 penalty to Perception checks for sleeping.
Charge, Class, Mobility, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: When you charge in beast form, you can move up to 2 squares as the last effect of that charge attack.
This increases to move up to 3 squares at 21st level.
Class, Weapon Specialization
Prerequisites: Monk class, Flurry of Blows feature
Benefit: When you use your Flurry of Blows class power, one of the targets can be within 5 squares of you. This is a ranged attack with a Dagger or a shuriken, and doesn't trigger reactive strikes for making a ranged attack.
Starting at 21st level, the one ranged target is in addition to enemies adjacent to you.
Defense, Power Enhancement, Racial
Prerequisites: Genasi race, Sunsoul Manifestation trait
Benefit: When you use your sun flare racial power, you gain a +2 bonus to all defenses against melee and ranged attacks until the end of your next turn.
Class, Power Enhancement, Racial, Teleportation
Prerequisites: Dexterity 13, Eladrin race, fey step racial power, any martial class
Benefit: You gain the following benefits with martial at-will attacks:
► If the attack allows you to move, you can expend your fey step racial power to teleport instead of moving. If the power requires you to move to a specific position, you must teleport similarly.
► If the attack allows you to shift and your fey step racial power is not expended, you can instead teleport half the shift distance (minimum 1 square). If the power requires you to shift to a specific position, you must teleport similarly.
Class, Concealment, Defense, Fey Nature, Second Wind
Prerequisites: fey origin or Fey Bond feat; Warden class
Benefit: When you use your second wind, you gain concealment until the start of your next turn or until you make an attack, whichever comes first.
Class, Power Enhancement, Skill Enhancement, Stealth
Prerequisites: Assassin class or Rogue class; ghost sound Cantrip power
Benefit: When you use your ghost sound Cantrip power, you can roll twice and use either result on Stealth checks you make until the end of your current turn.
Class, Forced Movement, Power Enhancement, Racial
Prerequisites: Dwarf race, Stand Your Ground trait, Warlord class, draw inspiration class power
Benefit: When an ally uses your draw inspiration class power, that character can reduce any pull, push, or slide against him or her by 1 square until the end of the encounter. A dwarven ally with the Standard Your Ground racial trait increases the reduction from that trait by 1 square instead.
Mobility
Prerequisites: trained in Acrobatics
Benefit: When you walk, you ignore the first square of difficult terrain.
This increases to ignore the first 2 squares of difficult terrain at 21st level.
Damage Bonus, Weapon Specialization
Prerequisites: Constitution 15
Benefit: On your turn, you have a +3 bonus to damage rolls with Crossbows if you have not moved since the end of your previous turn.
This increases to a +5 bonus at 21st level.
Power Enhancement, Racial, Stealth
Prerequisites: Eladrin race, fey step racial power, trained in Stealth
Benefit: When you use your fey step racial power, you can make a Stealth check to hide if you have cover or concealment in your destination space. You do not take the -5 penalty for moving more than 2 squares even if you teleported a longer distance.
Class, Damage Bonus, Mark Punishment, Psychic
Prerequisites: Battlemind class, mind spike class power
Benefit: When the target of your mind spike class power takes damage, enemies adjacent to it also take psychic damage equal to your [Wisdom or Charisma] modifier.
This damage increases to 4 + your [Wisdom or Charisma] modifier at 21st level.
Class, Damage Bonus, Triggered, Weapon Specialization
Prerequisites: Fighter class
Benefit: When you take the total defense action while wielding a two-handed weapon you have proficiency with, until the start of your next turn, any enemy that attacks you with a melee attack takes damage after that attack has been resolved. If you have the Reaver Training class feature, this damage equals your Strength modifier + your weapon's enhancement bonus, otherwise it depends on the weapon you wield. If multiple options apply, use the one that deals the most damage.
Axe, Hammer, Pick, Mace: Equal to your Constitution modifier + your weapon's enhancement bonus.
Flail, Heavy Blade, Light Blade, Spear: Equal to your Dexterity modifier + your weapon's enhancement bonus.
Polearm, Staff: Equal to your Wisdom modifier + your weapon's enhancement bonus.
Class, Defense
Prerequisites: Monk class
Benefit: If all your monk encounter attack powers are expended and you hit with a monk at-will attack, you gain a +2 bonus to AC until the start of your next turn.
Class, Combat Advantage, Shapechange, Triggered
Prerequisites: Druid class, Primal Swarm feature, wild shape class power
Benefit: The first time between your turns while you are in beast form, when an enemy misses you with a melee attack, that enemy grants combat advantage to you until the end of your next turn.
Class, Power Enhancement, Support, Temporary Hit Points
Prerequisites: Warlord class, Inspiring Presence feature, draw inspiration class power
Benefit: When an ally uses your draw inspiration class power, that character gains temporary hit points equal to your Charisma modifier. This also applies when you use your inspire the fallen class power.
These temporary hit points increase to 4 + your Charisma modifier at 11th level, and to 8 + your Charisma modifier at 21st level.
Class, Fear, Fire, Racial, Temporary Hit Points
Prerequisites: Tiefling race, Bard class
Benefit: When you hit a creature with a bard attack that has the Fear or Fire keyword, after the attack has been resolved, one ally who can see you gains temporary hit points equal to 1 + your Charisma modifier.
These temporary hit points increase to 3 + your Charisma modifier at 11th level, and to 5 + your Charisma modifier at 21st level.
Class, Damage Bonus, Fire
Prerequisites: Sorcerer class, Warlock class or Wizard class
Benefit: When you hit a creature and deal it fire damage, you gain a +2 power bonus to your first damage roll against that creature that you make with an arcane Fire power before the end of your next turn.
This power bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Perception, Skill Enhancement
Prerequisites: Dwarf race or must worship Moradin
Benefit: You gain a +2 feat bonus to Dungeoneering checks.
Also, you gain a +2 bonus to any checks to detect a trap, a hazard, or a secret door.
Class, Combat Advantage, Power Enhancement
Prerequisites: Monk class, Stone Fist feature
Benefit: Each target of your stone fist flurry of blows class power grants combat advantage for the first attack made against that creature before the end of your next turn.
Class, Defense, Support
Prerequisites: Shaman class, World Speaker Spirit feature
Benefit: Your spirit companion can provide cover to you and your allies.
Charge, Class, Mobility, Racial
Prerequisites: Dwarf race, Encumbered Speed trait, any primal class
Benefit: While you're not wearing heavy armor, you can ignore the first square of difficult terrain when you move, or all difficult terrain when you move as part of a charge.
This increases to ignore the first 2 squares of difficult terrain when you move at 21st level.
Class, Extra Attack, Racial, Triggered
Prerequisites: Dwarf race, Stand Your Ground trait; Barbarian class or Fighter class
Benefit: Enemies that push or slide you trigger reactive strikes from you. If your attack hits, you can choose to negate the triggering forced movement.
Defense, Racial
Prerequisites: Genasi race, Earthsoul Manifestation trait
Benefit: You gain a +2 bonus to AC against ranged attacks.
Class, Racial, Second Wind
Prerequisites: Constitution 19, Dwarf race, Dwarven Resilience trait, any martial class
Benefit: You can use your second wind as a free action.
Class, Mobility, Weapon Specialization
Prerequisites: Sorcerer class, Storm Magic feature, Sorcerous Blade Channeling feat
Benefit: Once per round, when you hit with an attack using Sorcerous Blade Channeling, you can shift 1 square after resolving the attack.
This increases to shift up to 2 squares at 21st level.
Class, Condition Infliction, Forced Movement, Lightning, Mark Punishment, Mobility Hindrance, Power Enhancement, Racial
Prerequisites: Genasi race, promise of storm racial power, Warden class
Benefit: Whenever you hit with an attack benefiting from your promise of storm racial power, you can use a free reaction to affect each enemy marked by you. You can slide each affected enemy 1 square, and each affected enemy is slowed until the end of your next turn.
This increases to slide up to 2 squares at 21st level.
Class, Mobility
Prerequisites: Sorcerer class, Storm Magic feature
Benefit: When you hit with a sorcerer at-will attack, you can fly up to 2 squares as a free reaction.
This increases to fly up to 3 squares at 21st level.
Lightning, Power Enhancement, Racial, Teleportation, Thunder
Prerequisites: Genasi race, promise of storm racial power
Benefit: When you make a Lightning or Thunder attack that benefits from your promise of storm racial power and hit a creature, you can use a free reaction to teleport adjacent to that creature. If the attack targets more than one creature, you can wait to see which creatures you hit before deciding to teleport.
Class, Damage Bonus, Lightning, Mark Punishment, Second Wind
Prerequisites: Warden class, Stormheart feature
Benefit: When you use your second wind, each enemy marked by you takes lightning damage equal to your Constitution modifier.
This lightning damage increases to 2 + your Constitution modifier at 11th level, and to 5 + your Constitution modifier at 21st level.
Class, Damage Bonus, Dying, Thunder
Prerequisites: any primal class or any divine class and must worship a deity of the Storm domain or Sorcerer class with Storm Magic feature
Benefit: When an enemy reduces you to 0 hit points or fewer, it takes 10 thunder damage after the attack has been resolved.
This thunder damage increases to 20 at 11th level, and to 30 at 21st level.
Class, Forced Movement, Second Wind
Prerequisites: Warden class, Stormheart feature
Benefit: When you use your Stormheart class feature to slide an enemy, you can choose to push that enemy instead. If you do, you push it one more square than you would slide it.
Class, Damage Bonus, Second Wind, Thunder
Prerequisites: Warden class, Stormheart feature
Benefit: When you use your Stormheart class feature to slow an enemy, that enemy gains vulnerable 3 thunder tuntil the end of your next turn.
This vulnerable increases to vulnerable 5 thunder at 21st level.
Mobility, Racial
Prerequisites: Genasi race; Windsoul Manifestation trait or Watersoul trait
Benefit: You gain a +1 bonus to speed.
Also, when you fly, you can hover.
Class, Defense, Shield
Prerequisites: Fighter class
Benefit: When you are using a shield you are proficient with, you also add the bonus it grants to your Reflex to your Fortitude.
Mobility, Size-based, Weapon Specialization
Prerequisites: Small or smaller size, proficiency with quarterstaff
Benefit: You treat the quarterstaff as having the Small weapon property.
Also, when you knock prone an enemy that is larger size than you with a Weapon attack using a quarterstaff, you can shift 1 square as a free reaction.
This shift increases to up to 2 squares at 21st level.
Charge, Combat Advantage, Racial
Prerequisites: Pixie race
Benefit: When you make a charge attack, you gain combat advantage for that attack.
Team
Skill Enhancement, Teamwork
Benefit: You gain a +2 feat bonus to Streetwise checks.
For each member of your team that gathers information with you, this bonus either increases by +1 (the maximum bonus from this feat is +5) or halves the time required to gather the information.
Class, Damage Bonus, Weapon Specialization
Prerequisites: Strength 13, Constitution 13, Rogue class
Benefit: You can use a a one-handed Mace with rogue powers that require a Light blade.
Also, you can deal Sneak Attack damage with a one-handed Mace. When you do, you deal +1 damage.
This damage increases to +2 at 11th level, and to +3 at 21st level.
Attack Bonus, Racial, Triggered
Prerequisites: Mul race
Benefit: Whenever you end the dazed, slowed, stunned, or weakened condition by succeeding in a saving throw or using your incredible toughness racial power, you gain a +1 bonus to attack rolls with the first attack you make before the end of your next turn.
Bloodied, Damage Bonus, Racial
Prerequisites: Half-orc race, Half-orc Ferocity trait
Benefit: When your Half-orc Ferocity racial trait triggers, you also gain a +5 bonus to damage rolls until the end of your next turn, or half this for multiattacks.
This bonus to damage increases to +8 at 21st level.
Class, Damage Resistance, Power Enhancement, Racial, Support
Prerequisites: Goliath race, Paladin class; lay on hands class power or virtue's touch class power
Benefit: When you use your lay on hands or virtue's touch class power on an ally, that ally gainst resist all until the end of your next turn. The resist equals your Strength modifier.
This resist increases to 3 + your Strength modifier at 11th level, and to 6 + your Strength modifier at 21st level.
Class, Damage Bonus, Support
Prerequisites: Bard class, Virtue of Valor feature
Benefit: When you use the free reaction from your Virtue of Valor class feature, the triggering ally also gains a +2 bonus to the first damage roll he or she makes before the end of his or her next turn.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Class, Damage Resistance, Marking
Prerequisites: Defender role
Benefit: You gain resist 5 all while you have two or more enemies marked.
Bloodied, Class, Power Recovery
Prerequisites: Seeker class, Seeker's Bond feature
Benefit: The first time you are bloodied during an encounter, you regain the use of your Seeker's Bond class power, or one use of it if you can use it more than once per encounter.
Bloodied, Damage Bonus, Second Wind
Prerequisites: Strength 13
Benefit: When you use your second wind, you gain +3 power bonus to the first damage roll you make with a melee Weapon attack before the end of your next turn, or a +5 bonus if you are still bloodied after your second wind.
These bonuses to damage increases to +5 and +8 at 11th level, and to +8 and +12 at 21st level.
Class, Power Enhancement, Support, Temporary Hit Points
Prerequisites: Shaman class, healing spirit class power
Benefit: When you use your healing spirit class power, each ally adjacent to your spirit companion gains temporary hit points equal to your Wisdom modifier.
These temporary hit points increase to 2 + your Wisdom modifier at at 11th level, and to 5 + your Wisdom modifier at 21st level.
Starting from 21st level, this affects each ally within 2 squares of your spirit companion.
Critical, Forced Movement
Benefit: Whenever you score a critical hit with a melee attack, you can push the target 1 square as part of the hit effect.
This increases to push up to 2 squares at 21st level.
Class, Extra Attack, Second Wind
Prerequisites: Fighter class
Benefit: When you use your second wind as a standard action, you can choose to not gain the bonus to defenses.
If you do, you can make a melee basic attack as a free reaction.
Fear, Racial, Skill Enhancement
Prerequisites: Half-orc race
Benefit: You gain a +2 feat bonus to Intimidate checks.
Also, you can use your Strength instead of Charisma to determine your Intimidate check modifier.
Attack Bonus, Class, Summoning
Prerequisites: Druid class or Wizard class with Conjuration specialization feature
Benefit: When a creature you summons makes an attack as part of its Instinctive Action, it gains a +2 bonus to the attack rolls.
Class, Defense, Support
Prerequisites: Constitution 15, Dwarf race, Stand Your Ground trait, Shaman class, Spirit Companion feature
Benefit: You can use the following action at-will:
Immediate Interrupt: Trigger: An ally adjacent to your spirit companion is pushed, pulled, or slid; You reduce the forced movement by a number equal to one-half your Constitution modifier.
Bloodied, Racial, Saving Throws
Prerequisites: Human race
Benefit: You gain a +2 bonus to saving throws while you are bloodied.
Multiclass
Damage Resistance, Defense, Healing, Multiclass Artificer, Power Repertoire, Proficiency Gain, Skill Training, Support
Prerequisites: Intelligence 13
Benefit: You gain training in the Arcana skill.
Also, you gain the Magical Infusion class feature, including the class powers. You only prepare one infusion when you finish an extended rest, and this infusion cannot be replenished.
In addition, you gain proficiency in artificer implements.
Class, Power Recovery
Prerequisites: Intelligence 17, Warlock class
Benefit: Once per day, you can regain one warlock daily attack power as part of a short rest.
Multiclass
Healing, Multiclass Warlord, Power Repertoire, Skill Training
Prerequisites: Strength 13
Benefit: You gain training in one skill from the warlord's class skill list.
Also, you gain the Warlord's Aura class feature, including the class powers. You only gain one use of inspiration when you finish an extended rest, and do not regain this inspiration when you finish a short rest. You do not automatically gain any warlord at-will attacks that modify your warlord's aura class power.
Class, Skill Enhancement
Prerequisites: Sorcerer class, Cosmic Magic feature
Benefit: You gain a benefit based on your current phase in the cosmic cycle:
Phase of the Sun: You gain a +2 feat bonus to Diplomacy checks and Heal checks.
Phase of the Moon: You gain a +2 feat bonus to Bluff checks and Stealth checks.
Phase of the Stars: You gain a +2 feat bonus to Insight checks and Perception checks.
Multiclass
Healing, Multiclass Runepriest, Power Repertoire, Skill Training
Prerequisites: Strength 13
Benefit: You gain training in the Religion skill.
Also, you can use the Runepriest's rune of mending class power as a daily power once per day.
Multiclass
Damage Bonus, Multiclass Warlock, Proficiency Gain
Prerequisites: Charisma 13
Benefit: You gain the Warlock's Curse class feature, though you can only use the bestow curse class power as an encounter power instead of at-will. Your curse ends after you deal the extra damage to a creature under your curse, though you can choose not to deal extra damage when you hit.
Also, you gain proficiency in warlock implements.
Cold, Damage Bonus, Necrotic
Prerequisites: Constitution 13, Intelligence 13
Benefit: You gain a +1 bonus to damage with powers that have the Cold or Necrotic keyword.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Multiclass, Spellscar
Spellscar, Variable Benefit
Prerequisites: You have a spellscar
Benefit: You gain the ability to focus your spellscar to useful ends. You can learn spellscarred powers as multiclass powers.
Also, you gain your choice of flamespeed, larger than life or sight of the unseen spellscarred powers. You can also work with your GM to create a different spellscarred power.
Spellscarred
Utility
Flamespeed
EncounterMinor Action
Blue flame momentarily licks the ground where your feet touch it
Arcane
Personal
Effect: You gain a +2 power bonus to speed until the end of your next turn. This increases to a +4 power bonus when you charge or run.
Spellscarred
Utility
Larger than Life
DailyFree Action
Your hands flare with a blue glow that carries your attack further
Arcane
Personal
Effect: You gain +1 reach for the first melee attack or utility power you use before the end of your current turn.
Spellscarred
Utility
Sight of the Unseen
At-WillFree Action
Your eyes a backlit with a dancing blue flame
Arcane
Personal
Effect: You gain darkvision until you fall unconscious.
Special: You can use this power again to end the effect.
Multiclass
Attack Bonus, Marking, Multiclass Fighter
Prerequisites: Strength 13
Benefit: You gain training in one skill from the fighter's class skill list.
Also, you can use the following action once per encounter:
Free Action: You gain a +1 bonus to attack rolls with the first Weapon attack you make before the end of your current turn, and mark each target of that attack.
Class, Power Repertoire
Prerequisites: Swordmage class
Benefit: You have a spellbook in which you record your swordmage spells.
Follow the rules for daily attack powers and utility powers from the Arcane Spellbook class feature of the wizard for your swordmage powers.
Animal Companion, Healing Surge, Hit Points
Prerequisites: Ranger class, Beast Mastery feature
Benefit: Your beast companion gains two additional healing surges.
Also, you beast companion gains 10 additional hit points.
These additional hit points increase to 15 at 21st level.
Saving Throws
Benefit: You gain a +2 feat bonus to saving throws against Charm, Illusion, and Psychic effects.
Bloodied, Damage Resistance, Racial
Prerequisites: Thri-kreen race
Benefit: While you are bloodied, you gain resist 2 all.
This increases to resist 3 all at 21st level.
Power Enhancement, Racial, Temporary Hit Points
Prerequisites: Shifter race; longtooth shifting racial power or razorclaw shifting racial power
Benefit: When you use your shifter racial power, you gain 5 temporary hit points.
These temporary hit points increase to 10 at 11th level, and to 15 at 21st level.
Condition Negation, Power Enhancement, Racial
Prerequisites: Mul race, incredible toughness racial power
Benefit: You can use your incredible toughness racial power with the following trigger and alternative effect:
Trigger: You are pulled, pushed or slid, or knocked prone
Effect: You negate triggered forced movement and aren't knocked prone.
Class, Mobility Hindrance, Reactive Strikes
Prerequisites: Warden class
Benefit: When you hit an enemy with a reactive strike, that enemy is slowed until the end of the current turn.
Class, Power Enhancement
Prerequisites: Shaman class, call spirit companion class power
Benefit: Once per encounter, you can use your call spirit companion class power as a free action on your turn.
Channel Divinity, Class, Power Enhancement
Prerequisites: Paladin class, divine strength Channel Divinity power
Benefit: You can use your divine strength Channel Divinity power as a free interrupt with the following trigger:
Trigger: You hit with an attack on your turn
When you do, the power applies to the triggering attack instead of your next attack.
Background, Defense, Power Enhancement, Racial
Prerequisites: Eladrin race, fey step racial power
Benefit: If you are not bloodied when you use your fey step racial power, you gain a +2 power bonus to all defenses until the end of your next turn.
Special: You cannot select this feat if you have the Moon Fey Resilience feat.
Bloodline
Background, Damage Resistance, Healing, Racial, Skill Enhancement, Sunspray Heritage, Worship
Prerequisites: Human race, must worship Pelor
Benefit: You gain a +2 feat bonus to Endurance checks.
Also, you gain the bathed in the light bloodline power.
Sunspray
Utility
Bathed in the Light
EncounterImmediate Interrupt
You draw upon the power of Pelor to guard you, or even to seal your wounds rather then causing you harm
Divine, Healing
Trigger: You take fire or radiant damage
Personal
Effect: You gain immune fire and immune radiant against the triggering damage.
You can spend a healing surge to regain hit points equal to the triggering damage. If the triggering damage is ongoing damage, you instead gain regeneration until the end of the encounter. The regeneration is equal to one-half the triggering ongoing damage.
Bloodline
Attack Bonus, Background, Mounted Combat, Power Repertoire, Racial
Prerequisites: Human race, Sunspray Heritage feat, must worship Pelor
Benefit: You gain a +1 bonus to attack rolls with melee attacks and ranged attacks while mounted.
Also, you can swap one of your 1st-level at-will attack powers for the sunspray dance bloodline attack power.
Sunspray
Attack 1
Sunspray Dance
At-WillStandard Action
You spin your weapon through the air, catching Pelor's radiance to send it slashing through your foe
Divine, Radiant, Weapon
Attack: Melee weapon (one creature)
Highest ability vs. AC
Hit: 1[W] + your highest ability modifier radiant damage.
Level 21: 2[W] + your highest ability modifier radiant damage.
Effect: The target takes a -2 penalty to attack rolls until start of your next turn.
Damage Resistance, Defense
Prerequisites: Strength 15, Constitution 15
Benefit: You gain a +2 feat bonus to Fortitude.
Also, you gain resist 3 all against ongoing damage.
This increases to resist 6 at 11th level, and to resist 10 at 21st level.
Attack Bonus, Damage Bonus, Defense, Implement Specialization
Benefit: Choose one type of implement you have proficiency with, and either the Accurate benefit, the Deadly benefit, or any two other benefits. You gain the chosen benefits when using an implement of the chosen type.
Accurate: You gain a +1 bonus to attack rolls with Implement powers.
Deadly: You gain a +1 bonus to damage rolls with Implement powers. This increases to a +2 bonus at 11th level, and to a +3 bonus at 21st level.
Blinking: When you hit with an Implement power with the Teleportation keyword, you have concealment until the start of your next turn.
Distant: The normal range and long range of your ranged and area Implement powers increase by 2 and 4, respectively.
Empowered Critical: You deal an extra 1d8 critical damage with Implement powers. This increases to extra 2d8 critical damage at 11th level, and to extra 3d8 critical damage at 21st level.
Energized: Choose one of Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder. You gain a +2 bonus to damage with Implement powers that have the chosen keyword. This increases to a +3 bonus at 11th level, and to a +4 bonus at 21st level.
Forceful: You can increase the maximum distance of a push, pull, or slide from an Implement power by 1 square.
Mobile: When you use an Implement power, you can step as a minor action until the end of your current turn.
Reaching: You gain +1 reach with melee Implement attacks.
Shielding: When you use an Implement power, you gain a +1 shield bonus to AC and Reflex until the start of your next turn.
Unerring: You gain a +1 bonus to attack rolls against Reflex with Implement powers.
Undeniable: You gain a +1 bonus to attack rolls against Will with Implement powers.
Unstoppable: You gain a +1 bonus to attack rolls against Fortitude with Implement powers.
Special: You can select this feat multiple times. If you select the same implement type multiple times, you can only benefit from one feat on a given use of an Implement power.
Initiative
Benefit: You gain a +8 feat bonus to Initiative checks.
Class, Temporary Hit Points, Support
Prerequisites: Invoker class, Covenant of Preservation feature
Benefit: When you use your Covenant Manifestation, one ally you slide gains temporary hit points equal to 5 + you Intelligence modifier.
Combat Advantage, Defense, Initiative
Prerequisites: Dexterity 15, Intelligence 15
Benefit: You gain a +2 feat bonus to Reflex.
Also, yoou gain combat advantage against all enemies until the end of your first turn in an encounter.
Condition Negation, Defense
Prerequisites: Wisdom 15, Charisma 15
Benefit: You gain a +2 feat bonus to Will.
Also, if you are dazed or stunned, you can make a saving throw to end that condition at the start of your turn, even if the effect doesn't normally end on a save.
Class, Healing, Power Enhancement
Prerequisites: Artificer class, curative admixture class power
Benefit: When you use your curative admixture class power, you can target you and one ally in the burst, or two allies in the burst.
Class, Healing, Power Enhancement
Prerequisites: Cleric class, healing word class power
Benefit: When you use your healing word class power, you can target you and one ally in the burst, or two allies in the burst.
Class, Healing, Power Enhancement
Prerequisites: Warlord class, draw inspiration class power
Benefit: When you or an ally uses your draw inspiration class power, choose yourself or an ally in your warlord's aura (you cannot choose the character using the power). The chosen character also gains the effects of draw inspiration, or the effects of your inspire the fallen class power if you chose a dying ally.
Class, Healing, Power Enhancement
Prerequisites: Bard class, majestic word class power
Benefit: When you use your majestic word class power, you can target you and one ally in the burst, or two allies in the burst.
Class, Healing, Power Enhancement
Prerequisites: Runepriest class, rune of mending class power
Benefit: When you use your rune of mending class power, you can target you and one ally in the burst, or two allies in the burst.
Class, Healing, Power Enhancement
Prerequisites: Ardent class, ardent surge class power
Benefit: When you use your ardent surge class power, you can target you and one ally in the burst, or two allies in the burst.
Class, Healing, Power Enhancement
Prerequisites: Shaman class, healing spirit class power
Benefit: When you use your healing spirit class power, you can target you and one ally in the burst, or two allies in the burst.
If you target two allies adjacent to your spirit companion, each can receive the additional healing from the other. If you choose only one ally adjacent to your spirit companion for the additional healing from both targets, roll the additional healing twice and use the higher result.
Mobility, Skill Enhancement
Prerequisites: trained in Athletics
Benefit: You gain a +2 feat bonus to Athletics checks.
Also, you do not need to spend an extra square of movement for each square you climb.
Damage Bonus, Forced Movement, Racial, Reactive Strikes, Thunder
Prerequisites: Wilder race, Nature's Aspect trait
Benefit: When you use a Wilder racial power, until the start of your next turn, your reactive strikes deal 3 extra thunder damage and you can push the target 1 square.
This increases to 6 thunder damage and push up to 2 squares at 11th level, and to 10 thunder damage and push up to 3 squares at 21st level.
Damage Bonus, Fire, Triggered
Benefit: When you hit a target that has resist fire, until the end of your next turn, all fire damage against that target gains a +5 bonus.
Class, Psionics, Support
Prerequisites: Ardent class, Ardent Mantle feature, Psionic Augmentation feature
Benefit: While you have no power points remaining, the aura granted by your Ardent Mantle class feature increases by 2 squares.
Class, Initiative
Prerequisites: Wisdom 19; Monk class, Ranger class or Rogue class
Benefit: During the surprise round, if you aren't surprised, you can a standard action, a move action, and a minor action.
Class, Combat Advantage, Condition Infliction, Critical
Prerequisites: Strength 15, Rogue class
Benefit: When you score a critical hit while you have combat advantage against the target, you knock the target prone.
Class, Initiative, Marking
Prerequisites: Defender role
Benefit: When you roll initiative and are not surprised, you can mark one enemy you can see within 10 squares of you. The enemy is marked until you make an attack or until the end of your next turn, whichever comes first.
Charge, Class, Combat Advantage, Damage Bonus, Weapon Specialization
Prerequisites: Dexterity 17; Fighter class or Rogue class
Benefit: When you make a charge attack using a Light blade or Spear you have proficiency with and you have combat advantage against the target, you deal +2 additional damage.
This additional damage increases to +4 at 11th level, and to +6 at 21st level.
Combat Advantage, Power Enhancement, Racial, Support
Prerequisites: Gnome race, fade away racial power
Benefit: When you use your fade away racial power, the creature that dealt the triggering damage to you grants combat advantage to your allies until the end of its next turn.
Class, Power Enhancement, Racial, Stealth
Prerequisites: Revenant race, dark reaping racial power, any shadow class
Benefit: When you use your dark reaping racial power, you become invisible until the end of your next turn.
Class, Condition Infliction, Forced Movement, Mark Punishment
Prerequisites: Warden class, warden's fury class power
Benefit: When you hit an enemy with your warden's fury class power, you can choose to not deal damage to instead either knock the target prone or slide it 1 square.
The slide increases to a maximum of slide 2 squares at 21st level.
Class, Damage Bonus, Reactive Strikes, Weapon Specialization
Prerequisites: Barbarian class
Benefit: When you hit an enemy with a reactive strike using an Axe or a Heavy blade you have proficiency with, any other enemies adjacent to you take damage equal to 2 + your Strength modifier + your weapon's enhancement bonus. If your reactive strike has a damage type, this damage has the same type or types.
Attack Bonus, Weapon Specialization
Prerequisites: Strength 15, Dexterity 17
Benefit: When you make a melee Weapon attack against a foe using a shield or that has cover, you gain a +2 bonus to the attack roll.
Bloodline
Power Enhancement, Racial, Ruin Heritage
Prerequisites: Tiefling race, Gaze of Ruin feat
Benefit: When you use your gaze of ruin racial power, you can target one or two objects.
Bloodied Enemy, Damage Bonus, Racial
Prerequisites: Gnoll race, Blood Fury trait
Benefit: When you bloody a an adjacent foe, you can choose to deal an extra instance of damage to that target with a bite. The damage equals 1d6 + your Strength modifier.
This damage increases to 2d6 + your Strength modifier at 21st level.
Channel Divinity, Class, Power Enhancement, Undead-hunting
Prerequisites: Cleric class; smite undead Channel Divinity power or turn undead Channel Divinity power
Benefit: You can use your smite undead or turn undead Channel Divinity power as a minor action instead of a standard action.
Familiar
Familiar
Prerequisites: Arcane Familiar feat
Benefit: Once per turn on your turn, you can switch your familiar between passive mode and active mode as a free action instead of a minor action.
Class, Mobility
Prerequisites: Ranger class or Rogue class
Benefit: Whenever you use a martial encounter or martial daily power that allows you to shift, you can shift 2 additional squares.
Bloodied Enemy, Class, Mobility
Prerequisites: Dexterity 15, Barbarian class, Whirling Frenzy feature
Benefit: You increase the distance you can shift when you bloody an enemy by one-half your Dexterity modifier if you are not raging, or by +2 if you are raging.
Team
Initiative, Teamwork
Benefit: You gain a +3 feat bonus to Initiative checks. This bonus increases by 1 for each member of your team within 10 squares of you who has a feat bonus to Initiative.
Class, Mobility, Shapechange
Prerequisites: Druid class, Primal Predator feature, wild shape class power
Benefit: While you are in beast form, you gain a +2 feat bonus to speed.
Also, while you are in beast form, you increase the maximum distance of any shift by 1 square.
Healing
Prerequisites: trained in Endurance
Benefit: You gain a +3 feat bonus to your healing surge value.
This bonus increases to +4 at 6th level, to +5 at 11th level, to +6 at 16th level, to +7 at 21st level, and to +8 at 26th level.
Mobility, Mounted Combat, Racial
Prerequisites: Elf race, Mounted Combat feat
Benefit: You gain a +1 feat bonus to speed.
Also, while you are mounted, the mount gains a +2 feat bonus to speed.
Class, Forced Movement, Reactive Strikes, Weapon Specialization
Prerequisites: Fighter class
Benefit: When you hit an enemy with a reactive strike using a Spear you have proficiency with, you can slide that enemy 1 square to a space within your reach.
This increases to slide up to 2 squares at 21st level.
Class, Power Enhancement
Prerequisites: Shaman class, call spirit companion class power
Benefit: You can use your call spirit companion class power as a free action during your turn.
Mobility, Power Enhancement, Racial
Prerequisites: Genasi race, windwalker racial power
Benefit: When you use your windwalker racial power, the flight counts as a shift.
Class, Concealment, Triggered, Worship
Prerequisites: Warlock class, Shadow Walk feature, misty step class power, must worship Sehanine
Benefit: When you use your misty step class power, the space you teleport from and all squares adjacent to that space become lightly obscured until the start of your next turn.
Bloodline
Concealment, Power Enhancement, Racial, Winterkin Heritage
Prerequisites: Eladrin race, Winterkin Heritage feat
Benefit: When you use your winter's shroud heritage power, you activate an Aura 1 (Arcane, Cold) until the start of your next turn. The aura also covers your space.
Squares in the aura are lightly obscured.
Class, Combat Advantage, Damage Bonus, Support, Worship
Prerequisites: Striker role, must worship Erathis
Benefit: When you have combat advantage against an enemy, allies adjacent to you have a +2 bonus to damage rolls against that enemy.
This bonus to damage increases to +4 at 11th level, and to +6 at 21st level.
Class, Critical, Implement Specialization
Prerequisites: Strength 15, Constitution 15, Intelligence 23, Swordmage class
Benefit: When you make a basic attack or swordmage attack using a weapon you can use as an implement (normally, a Light blade or Heavy blade), you can score a critical hit on a natural roll of 19 or 20.
Class, Marking, Mobility, Racial
Prerequisites: Elf race, Warden class, Nature's Wrath feature
Benefit: When you mark enemies with Nature's Wrath, you can swap positions with one enemy adjacent to you that you marked or that was already marked by you. This counts as a shift for you, and a slide for the enemy.
Class, Implement Specialization, Proficiency Gain, Weapon Specialization
Prerequisites: any divine class, must worship Moradin
Benefit: You gain proficiency with all simple and military Hammers, Axes, and Picks.
Also, you gain proficiency as an implement with all Hammers, Axes, and Picks you have proficiency with.
Class, Condition Negation, Triggered
Prerequisites: Wizard class, Nethermancy Specialization feature
Benefit: When you immobilize, restrain, or slow an enemy, choose one ally within 10 squares of you.
You end the corresponding condition on the chosen ally.
Action Point, Class, Extra Attack, Miss Mitigation, Support
Prerequisites: Intelligence 21, Warlord class, Tactical Presence feature
Benefit: When an ally that you can see spends an action point to attack and misses all targets of that attack, he or she can make a basic attack against one missed target as a free reaction.
Action Point, Class, Damage Bonus, Support
Prerequisites: Warlord class, Tactical Presence feature, warlord's aura class power
Benefit: When an ally in your warlord's aura spends an action point on his or her turn, he or she gains a bonus to the first damage roll before the end of his or her current turn. The bonus equals your Intelligence modifier (minimum +2), or half of this for a multiattack.
This bonus to damage increases to 2 + your Intelligence modifier at 11th level, and to 4 + your Intelligence modifier at 21st level.
Action Point, Class, Damage Bonus, Teamwork
Prerequisites: Warlord class, Tactical Presence feature, warlord's aura class power
Benefit: When you spend an action point to make an attack, choose one ally within your warlord's aura.
The chosen ally gains a bonus to his or her first attack roll before the end of your next turn against one target of your attack. The bonus equals one-half your Intelligence modifier.
The bonus to damage increases to your Intelligence modifier at 11th level, and to 2 + your Intelligence modifier at 21st level.
Class, Healing, Power Enhancement, Racial
Prerequisites: Eladrin race, Warlord class, draw inspiration class power
Benefit: A character using your draw inspiration class power regains additional hit points equal to your Intelligence modifier. This also applies to your inspire the fallen class power.
Multiclass
Action Point, Attack Bonus, Multiclass Warlord, Skill Training, Support
Prerequisites: Strength 13, Intelligence 13
Benefit: You gain training in one skill from the warlord's class skill list.
Also, once per encounter, when an ally within 5 squares of you spends an action point on his or her turn, he or she gains a +1 bonus to the first attack roll before the end of his or her current turn.
Class, Mark Punishment, Mobility Hindrance, Reactive Strikes
Prerequisites: Fighter class, Approach to Opportunities feature
Benefit: When you hit an enemy marked by you with a reactive strike, that enemy is slowed until the start of its next turn.
Attack Bonus, Class, Power Enhancement
Prerequisites: Intelligence 15, Warlord class, Tactical Presence feature, draw inspiration class power
Benefit: When a character uses your draw inspiration class power, that character gains a bonus to the first attack roll he or she makes before the end of his or her next turn. The bonus equals 1 + one-half your Intelligence modifier.
Mobility, Racial, Support
Prerequisites: Tiefling race
Benefit: When you shift, you can also slide one ally adjacent to your starting space 1 square.
This increases to slide up to 2 squares at 21st level.
Class, Condition Infliction, Mark Punishment, Racial, Reactive Strikes
Prerequisites: Tiefling race, Fighter class, enforce challenge class power
Benefit: When you hit an enemy adjacent to you with the attack granted by your enforce challenge or a reactive strike, you can knock that enemy prone.
Spellscar
Damage Bonus, Fire, Power Enhancement, Racial, Spellscar, Teamwork
Prerequisites: Drow race, darkfire racial power
Benefit: Each time an attack hits an enemy affected by your darkfire racial power, that enemy takes 2 fire damage after the attack has been resolved.
This fire damage increases to 4 at 11th level, and to 6 at 21st level.
If you have the Student of the Plague feat, all creatures have concealment against a creature affected by your darkfire racial power.
Condition Infliction, Shadow Nature
Prerequisites: Warlock class, any shadow class or shadow origin
Benefit: When you hit an enemy with a melee attack, that enemy cannot regain hit points until the end of your next turn.
Class, Critical, Defense
Prerequisites: Wisdom 15, Fighter class
Benefit: When you score a critical hit against a target with a melee attack or a fighter close attack, you gain a +2 bonus to all defenses against that target until the end of your next turn.
Background, Damage Bonus, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Halfling race
Benefit: You gain proficiency with the boomerang, the Talenta sharrash, and the Talenta tangat.
Also, you gain a +2 feat bonus to damage with these weapons.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Class, Condition Infliction, Mark Punishment
Prerequisites: Warden class, warden's grasp class power
Benefit: You can choose to immobilize the target of your warden's grasp class power instead of slowing it.
Attack Bonus, Class, Triggered
Prerequisites: Barbarian class
Benefit: You gain a +2 bonus to attack rolls against any creature that has you marked.
Attack Bonus, Class, Force
Prerequisites: Psion class
Benefit: When you immobilize or restrain a target with a psionic power, you gain a +2 bonus to the first attack roll you make against that target with a Force power before the end of your next turn.
Class, Combat Advantage, Power Enhancement, Racial
Prerequisites: Changeling race, changeling disguise racial power, Avenger class, swear enmity class power
Benefit: Once per encounter, if you use your changeling disguise racial power to assume the appearance of your oath target, you gain combat advantage against it until the end of your next turn.
Skill Enhancement, Support
Prerequisites: Wisdom 13
Benefit: You gain a +5 bonus to checks to aid another.
Also, when you succeed in aid another or use either aid attack or aid defense, you grant the target a +3 bonus instead of +2 bonus.
Class, Damage Bonus, Mark Punishment, Support
Prerequisites: Half-elf race, Group Diplomacy trait, Fighter class
Benefit: Allies within 10 squares of you gain a +2 bonus to damage rolls against enemies marked by you.
Team
Defense, Teamwork
Benefit: While you are adjacent to one or more members of your team who either has this feat or has taken the total defense action, you gain a +1 bonus to AC. If the ally is using a shield, you also gain a +1 bonus to Reflex.
Defense, Racial, Teamwork
Prerequisites: Pixie race
Benefit: While you are in an ally's space, you have cover against melee attacks and ranged attacks.
Class, Forced Movement
Prerequisites: Battlemind class, Wild Focus feature
Benefit: You can increase the maximum distance of all forced movement from your battlemind powers by 1 square.
Damage Resistance, Racial, Support, Telepathy
Prerequisites: Kalashtar race or Shardmind race; Telepathy trait
Benefit: Allies within your Telepathy racial trait have resist 5 psychic.
Class, Critical, Marking, Racial, Telepathy
Prerequisites: Kalashtar race, Telepathy trait, Fighter class
Benefit: Whenever you score a critical hit with a basic attack or a figher attack, you can mark each enemy within the range of your Telepathy racial trait. This mark lasts until the end of your next turn.
Perception, Racial, Skill Enhancement, Telepathy
Prerequisites: Kalashtar race or Shardmind race; Telepathy trait
Benefit: You can sense the presence of stray thoughts of nearby creatures. You gain a +5 feat bonus to Perception checks to notice non-mindless creatures.
Power Enhancement, Racial
Prerequisites: Githzerai race, iron mind racial power
Benefit: You can use your iron mind racial power as a free interrupt, and it has the following trigger instead:
Trigger: An attack hits or misses you
Bloodied, Class, Damage Bonus, Lightning, Thunder
Prerequisites: Constitution 13, Dexterity 13, Sorcerer class, Storm Magic feature
Benefit: You gain a +2 feat bonus to damage rolls with arcane powers that have the Lightning or Thunder keyword. While you are bloodied, this increases to a +3 feat bonus.
This bonus to damage increases to +3 and 5 at 11th level, and to +4 and +7 at 21st level, respectively.
Saving Throws
Prerequisites: trained in Endurance
Benefit: You gain a +5 feat bonus to saving throws against ongoing damage.
Spellscar
Class, Saving Throws, Saving Throw Penalty, Spellscar
Prerequisites: any primal class
Benefit: You gain a +5 feat bonus to saving throws against ongoing fire damage and ongoing necrotic damage.
Also, when you grant an ally a saving throw against ongoing fire damage or ongoing necrotic damage, that ally gains a +2 bonus to that saving throw.
If you have the Student of the Plague feat, enemies adjacent to you have a -2 penalty to saving throws against ongoing fire damage and ongoing necrotic damage.
Combat Advantage
Benefit: You gain combat advantage on melee attacks against targets that are in difficult terrain.
Bloodline
Class, Foulborn Heritage, Marking, Psionics
Prerequisites: Battlemind class, Psionic Augmentation feature, Foulborn Heritage feat
Benefit: When you first drop to 0 power points during an encounter, you mark each enemy within 3 squares of you until the end of your next turn.
Animal Companion, Background, Class, Fear, Skill Enhancement
Prerequisites: Ranger class, Beast Mastery feature, Scion of Onat feat
Benefit: While you are adjacent to your beast companion, you gain a +5 feat bonus to Intimidate checks.
Class, Mobility, Power Enhancement
Prerequisites: Barbarian class, Thaneborn Triumph feature
Benefit: If you are raging when you use your roar of triumph class power, you can shift a number of squares equal to your Charisma modifier before the other effects.
Attack Penalty, Class, Power Enhancement
Prerequisites: Barbarian class, Thaneborn Triumph feature
Benefit: If you are raging when you use your roar of triumph class power, each target also takes a -5 penalty to damage rolls.
Attack Penalty, Class, Critical
Prerequisites: Barbarian class, Thaneborn Triumph feature
Benefit: When you score a critical with a barbarian melee attack power, the target also takes a -2 penalty to attack rolls until the end of your next turn. This is a Fear effect.
Arcane Defiling, Attack Bonus, Power Enhancement
Prerequisites: arcane defiling power
Benefit: When you use an arcane daily attack power with your arcane defiling, each creature you hit with the attack takes a -2 penalty to all defenses until the end of its next turn, or (save ends) if you scored a critical hit against that creature. This is an Arcane and Fear effect.
Bloodied Enemy, Power Enhancement, Racial
Prerequisites: Revenant race, dark reaping racial power
Benefit: You can also trigger your dark reaping racial power when a creature within 10 squares of you (including you) becomes bloodied.
Healing Surge, Initiative, Racial
Prerequisites: Half-orc race
Benefit: You gain a +3 feat bonus to Initiative checks.
Also, your number of healing surges increases by 1.
Charge, Class, Damage Bonus, Weapon Specialization
Prerequisites: Barbarian class
Benefit: When you reduce an enemy to 0 hit points or fewer with a charge attack using an Axe or a Heavy Blade, after that attack has been resolved, each enemy adjacent to you takes damage equal to your Strength modifier + your weapon's enhancement bonus.
Class, Mobility, Psionics, Teamwork
Prerequisites: Kalashtar race, Telepathy trait, Battlemind class, Psionic Augmentation feature
Benefit: When you first drop to 0 power points during an encounter, you and each ally within the range of your Telepathy racial trait can shift 1 square as a free reaction.
Starting at 21st level, this increases to shift up to 2 squares.
Class, Defense, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: You gain a +1 bonus to Fortitude.
On your turn as a free action, you can spend 1 power point to gain an additional +2 bonus to Fortitude until the end of your next turn.
Class, Defense, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: You gain a +1 bonus to Reflex.
On your turn as a free action, you can spend 1 power point to gain an additional +2 bonus to Reflex until the end of your next turn.
Class, Defense, Psionics
Prerequisites: any psionic class, Psionic Augmentation feature
Benefit: You gain a +1 bonus to Will.
On your turn as a free action, you can spend 1 power point to gain an additional +2 bonus to Will until the end of your next turn.
Racial, Teleportation
Prerequisites: Eladrin race, fey step racial power, trained in Arcana
Benefit: Whenever you teleport, you increase the maximum distance by 1 square.
Perception, Racial, Skill Enhancement
Prerequisites: Thri-kreen race
Benefit: You gain a +2 feat bonus to Insight checks and a +2 feat bonus to Perception checks.
Also, you gain the Blindsight trait out to a range of 1. Within this range, you can see normally regardless of how obscured an area is and regardless of whether creatures or objects are invisible.
In addition, you always know which direction you are facing.
Mobility, Racial
Prerequisites: Thri-kreen race
Benefit: When you crawl, you can move up to your full speed instead of half your speed.
Mobility, Racial
Prerequisites: Thri-kreen race, Thri-Kreen Scuttler feat
Benefit: You can shift while prone.
Also, while you are prone, you do not take the -5 penalty to Stealth checks for moving more than 2 squares.
Defense, Racial, Weapon Specialization
Prerequisites: Thri-kreen race, Multiple Arms trait, proficiency with hand crossbow
Benefit: While you wield a melee weapon using your upper limbs, you can use a hand crossbow wielded with your middle limbs to make ranged attacks. Ranged attacks you make in this way do not provoke reactive strikes.
Defense, Racial, Weapon Specialization
Prerequisites: Thri-kreen race, Multiple Arms trait, proficiency with a Light Thrown weapon
Benefit: While you wield a melee weapon using your upper limbs, you can use Light Thrown weapons wielded with your middle limbs to make ranged attacks. Ranged attacks you make in this way do not provoke reactive strikes.
Damage Bonus, Racial, Weapon Specialization
Prerequisites: Thri-kreen race
Benefit: You gain proficiency with the gythka and the chatkcha.
Also, you gain a +2 feat bonus to damage rolls with these weapons.
This bonus to damage rolls increases to +3 at 11th level, and to +4 at 21st level.
Class, Power Recovery, Power Repertoire, Psionics
Prerequisites: Thri-kreen race, thri-kreen claws racial power, any psionic class, Psionic Augmentation feature
Benefit: You gain one Wild Talent power of your choice.
Also, once per encounter, you can use the following action:
Minor Action: You expend your thri-kreen claws racial power to regain 1 power point.
Bloodied Enemy, Class, Kill Effect, Saving Throws, Second Wind
Prerequisites: any martial class
Benefit: When you reduce an enemy to 0 hit points or fewer, you can use your second wind as a free reaction. If you do, you do not gain the normal bonus to defenses.
Also, when you use your second wind, you can choose to not regain hit points to instead make a saving throw against one effect that a save can end.
Class, Saving Throw Penalty, Weapon Specialization
Prerequisites: Constitution 15, Fighter class
Benefit: When you make a Weapon attack using a Hammer or Mace that you have proficiency with and the attack causes the target to become dazed, immobilized, slowed, or stunned, the target takes a -2 penalty to saving throws against those conditions.
Damage Bonus, Elemental Nature, Forced Movement, Thunder, Triggered
Prerequisites: elemental origin or Born of the Elements feat
Benefit: You gain a +3 feat bonus to Thunder damage rolls.
This bonus increases to +4 at 21st level.
Also, whenever you take thunder damage, you can push each creature adjacent to you 1 square as a free reaction.
This increases to push up to 2 squares at 21st level.
Forced Movement, Lightning, Power Enhancement, Racial, Thunder
Prerequisites: Dragonborn race, dragon breath racial power that deals lightning damage
Benefit: When you you use your dragon breath racial power, you can choose for it to deal lightning and thunder damage and have the Lightning and Thunder keywords.
When you do, you can push each target you hit a number of squares equal to your Constitution.
Class, Forced Movement
Prerequisites: any primal class
Benefit: When you bull rush, you can choose to target two creatures instead of one. Resolve both attacks before shifting and, if you hit and push both targets, you can choose which target's space you shift into.
Class, Force, Thunder
Prerequisites: Battlemind class, Wild Focus feature
Benefit: When you use a psionic Force power, you can choose to add the Thunder keyword to that power. If you do and the power deals force damage, that is force and thunder damage instead.
Class, Combat Advantage, Fear, Power Enhancement
Prerequisites: Barbarian class, war cry class power
Benefit: Each target of your war cry class power also grants you combat advantage until the end of your next turn.
Animal Companion, Class, Hit Points, Racial
Prerequisites: Dwarf race, Beast Mastery feature, boar companion
Benefit: Your beast companion gains additional hit points equal to 5 or your level, whichever is higher.
Defense, Saving Throws, Second Wind
Benefit: When you use your second wind or take the total defense action, you can make a saving throw against an effect that ends of a save.
Dying, Racial, Second Wind
Prerequisites: Human race, any martial class
Benefit: You make death saving throws at the start of your turn rather than at the end.
If you succeed on a death saving throw and your second wind is available, you can use it as a nonaction reaction. Usually, this allows you to take the rest of your turn normally.
Class, Second Wind, Teleportation
Prerequisites: Intelligence 15, Swordmage class
Benefit: When you use second wind, you can teleport as part of the action. You can teleport up to a number of squares equal to your Intelligence modifier.
Channel Divinity, Class, Power Enhancement
Prerequisites: Strength 23, Charisma 19, Paladin class, divine strength Channel Divinity power
Benefit: The effects of your divine strength Channel Divinity power apply to all of your attacks until the end of your next turn.
Combat Advantage, Saving Throws
Benefit: When an enemy fails a saving throw against an effect caused by you, you gain combat advantage on your first attack against that enemy before the end of your next turn.
Class, Marking
Prerequisites: Swordmage class, arcane aegis class power
Benefit: When you use your arcane aegis class power, you can choose to mark any number of creatures in the burst.
Damage Bonus, Fire, Racial, Triggered
Prerequisites: Wisdom 15, Wilden race, Nature's Aspect trait
Benefit: When you use a Nature's Aspect racial power, the first time an enemy hits you with a melee attack before the start of your next turn, that enemy takes fire damage. The damage equals 2 + your Wisdom modifier.
This fire damage increases to 5 + your Wisdom modifier at 11th level, and to 8 + your Wisdom modifier at 21st level.
If you are in the Aspect of the Elements, the enemy is also weakened until the start of its next turn.
Hit Points
Benefit: You gain additional hit points equal 5 or your level, whichever is higher.
Condition Infliction, Poison, Power Enhancement, Racial
Prerequisites: Dragonborn race, dragon breath racial power that deals poison damage
Benefit: Choose one creature hit by your poison damage-dealing dragon breath racial power. That creature is weakened (save ends).
Class, Damage Bonus, Equipment, Poison, Racial
Prerequisites: Drow race, Artificer class, Arcane Empowerment feature
Benefit: When an ally hits an enemy with an attack roll benefiting from the Augment Energy use of your Arcane Empowerment class feature, the enemy takes an extra 1d6 poison damage from the attack.
The extra poison damage increases to 2d6 at 11th level, and to 3d6 at 21st level.
Power Enhancement, Racial
Prerequisites: Deva race, memory of a thousand lifetimes racial power
Benefit: When you use your memory of a thousand lifetimes racial power, you can roll twice and use either result for the power.
Class, Defense, Skill Enhancement, Traps
Prerequisites: Wisdom 13, Rogue class
Benefit: You gain a +2 bonus to all defenses against attacks by traps and to Perception checks to find traps.
Racial, Skill Enhancement, Traps
Prerequisites: Kobold race, Trap Sense trait, trained in Thievery
Benefit: When you make a Perception check to detect a trap, you can roll twice and use either result.
Also, you never trigger a trap for failing a Thievery check to disable it.
Background, Skill Enhancement, Traps
Benefit: When you make a skill check to disable, thwart, or otherwise interact with a trap and dislike the result, you can choose to reroll that check and use the second result, even if it is lower.
Exploration, Rituals
Prerequisites: Ritual Caster feat, any two travel rituals
Benefit: You can choose to double the duration of any travel ritual you cast.
Also, you and allies traveling with you gain a +1 bonus to exploration speed.
In addition, once per day, you can ignore the component cost of a travel ritual of your level or lower that you have mastered.
Languages, Skill Enhancement
Prerequisites: trained in Insight
Benefit: You gain a feat bonus to Insight checks equal to the number of languages you speak.
Class, Damage Bonus, Racial, Weapon Specialization
Prerequisites: Elf race, Elven Weapon Proficiency trait, Rogue class
Benefit: You can use any Bow with rogue powers that require a Crossbow.
Also, you can deal Sneak Attack damage with any Bow. When you do, you deal +1 damage.
This damage increases to +2 at 11th level, and to +3 at 21st level.
Class, Marking, Power Enhancement, Racial
Prerequisites: Gnome race, Master Trickster trait, Defender role
Benefit: You can use the ghost sound power from your Master Trickster as a minor action with the following target and effect:
Target: Ranged 10 (one creature you can see)
Effect: The target is marked by you until the end of your next turn.
Using the power this way does not trigger reactive strikes.
Class, Forced Movement, Mobility, Power Enhancement, Racial
Prerequisites: Halfling race, second chance racial power, Sorcerer class, Wild Magic feature
Benefit: When you use your second chance racial power, you gain an additional benefit depending on the result of the reroll.
► If the enemy's reroll is an even number, you can slide the enemy 1 square after the triggering attack has been resolved.
► If the enemy's reroll is an odd number, you can shift 1 square after the triggering attack has been resolved.
This increases to slide up to 2 squares or shift up to 2 squares at 21st level.
Attack Penalty, Critical, Defense Penalty
Benefit: When you score a critical hit with a melee attack, the target takes a -2 penalty to attack rolls and all defenses until the end of the encounter.
Class, Extra Attack, Kill Effect, Support
Prerequisites: Shaman class, Stalker Spirit feature
Benefit: When an ally reduces an enemy adjacent to your spirit companion to 0 hit points, that ally can make a basic attack as a free reaction.
Bloodied, Class, Defense, Power Enhancement, Racial
Prerequisites: Dragonborn race=, Dragonborn Fury trait, Sorcerer class, Dragon Magic feature
Benefit: The first time you become bloodied in an encounter, you gain a +1 bonus to your Fortitude, Reflex, and Will until the end of the encounter.
If you have it, you can consider your dragon breath racial power an arcane attack power, adding the Arcane keyword to it.
In addition, if your dragon breath deals damage of the same type as your Dragon Magic feature gives you resistance to, you gain the following benefit:
Your dragon breath ignores an emount of resist to the damage type your Dragon Magic feature gives you resistance to. It ignores an amount equal to the resist given.
Class, Grapple, Triggered
Prerequisites: Monk class
Benefit: You can use the following action at-will:
Immediate Interrupt: Trigger: You are grabbed; You take the escape action.
Attack Bonus, Class, Miss Mitigation
Prerequisites: Fighter class, Fighter Weapon Talent feature
Benefit: When you miss all attack rolls with a fighter attack that has the Reliable keyword, you gain a +2 bonus to attack rolls with that power until the end of your next turn.
Class, Damage Bonus, Miss Mitigation
Prerequisites: any arcane class
Benefit: Choose one arcane encounter attack power that you know and that does not already deal half damage on a miss. The chosen power now deals half damage on a miss. If the power dealt damage on a miss, it deals half damage or this other damage, whichever is higher.
Class, Damage Bonus, Racial, Weapon Specialization
Prerequisites: Dwarf race, Dwarven Weapon Proficiency trait, Rogue class
Benefit: You can use any one-handed Axe, one-handed Hammer, or one-handed Pick with rogue powers that require a Light Blade.
Also, you can deal Sneak Attack damage with any one-handed Axe, one-handed Hammer, or one-handed Pick. When you do, you deal +1 damage.
This damage increases to +2 at 11th level, and to +3 at 21st level.
Bloodied Enemy, Class, Damage Bonus, Mobility
Prerequisites: any martial class; Charisma 13 or Tiefling race
Benefit: You gain the following benefits with martial at-will attacks:
► You gain a +2 bonus to damage rolls against bloodied targets.
This increases to a +3 bonus at 11th level, and to a +4 bonus at 21st level.
► If your attack allows you to move or shift, you can move or shift 1 additional square if the movement brings a bloodied enemy within your reach.
Damage Bonus, Racial, Weapon Specialization
Prerequisites: Tiefling race
Benefit: You gain proficiency with the khopesh, scourge, sickle, scythe, scimitar, and falchion.
Also, you gain a +2 feat bonus to Weapon damage rolls with these weapons.
This bonus to damage rolls increases to +3 at 11th level, and to +4 at 21st level.
Class, Damage Resistance, Defense, Second Wind, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: While you are in beast form and take either the total defense or second wind action, you also gain resist 5 all while you have the defense bonus from that action.
This increases to resist 10 at 11th level, and to resist 15 at 21st level.
Multiclass
Multiclass Rogue, Skill Training, Stealth
Prerequisites: Dexterity 13 or Intelligence 13
Benefit: You gain training in the Stealth skill.
Also, you gain the adept's cunning power. This power counts as the Cunning Sneak class feature for the purposes of qualifying for feats, etc.
Feat
Utility
Adept's Cunning
EncounterFree Action
Your stealth is great, but you can't reliably pull if off every time
Martial
Personal
Effect: Until the end of your current turn, you gain the following benefits:
► You don't take the -5 penalty to Stealth checks for moving more than 2 squares, and only take a -5 penalty for running.
► If you end your movement at least 3 squares away from where you started, you can make a Stealth check to become hidden if you cover or concealment (except from an intervening creature) instead of needing superior cover or total concealment.
Class, Power Enhancement, Racial, Teleportation
Prerequisites: Eladrin race, fey step racial power, Assassin class, assassin's shroud class power
Benefit: You increase the maximum distance you can teleport with your fey step racial power by 5 squares if your destination space is adjacent to a target that has your shrouds on it.
Class, Racial, Skill Enhancement
Prerequisites: Human race, Ranger class
Benefit: You gain a +2 feat bonus to Nature checks and a +2 feat bonus to Stealth checks.
Also, you gain low-light vision.
Class, Power Enhancement, Racial, Support, Teleportation
Prerequisites: Eladrin race, fey step racial power, any arcane class
Benefit: You can use your fey step racial power as a free interrupt with the following trigger, target and effect:
Trigger: You use an arcane area or arcane close power that targets your ally
Target: Special (the triggering ally)
Effect: You teleport the triggering ally up to a number of squares equal to 1 + one-half the distance you can teleport with your fey step racial power.
Multiclass
Multiclass Ranger, Skill Training, Two-weapon Fighting
Prerequisites: Strength 13, Dexterity 13
Benefit: You gain training in one skill from the ranger's class skill list.
Also, you can wield a one-handed weapon in your off hand even if it does not have the Off-Hand weapon property.
Class, Two-weapon Fighting, Weapon Specialization
Prerequisites: Rogue class, proficiency with the hand crossbow
Benefit: You treat the hand crossbow as having the Off-Hand weapon property.
Also, you can reload a hand crossbow you are wielding while you wield a weapon in your other hand instead of needing a free hand to do so.
In addition, when you score a critical hit with a Weapon attack, you can make a ranged basic attack with hand crossbow wielded in a different hand.
Class, Critical, Damage Bonus, Weapon Specialization
Prerequisites: Fighter class or any primal class
Benefit: When you wield a Spear that has the Versatile weapon property in two hands, you treat it has having the High Crit weapon property.
Charge, Damage Bonus, Weapon Specialization
Benefit: When you you wield a two-handed weapon you have proficiency with and make a Weapon charge attack on your turn, you treat it as having the Brutal 1 weapon property.
If your weapon's damage is 1d10 or 1d12, treat it as having Brutal 2 instead.
If your weapon already has the Brutal weapon property, increase its value by 1 instead.
Combat Advantage, Damage Bonus, Two-weapon Fighting
Benefit: When you wield two weapons, you treat your main weapon as having the Brutal 1 weapon property against targets granting combat advantage to you.
If your main weapon's damage is 1d10 or 1d12, treat it as having Brutal 2 instead.
Defense, Two-weapon Fighting
Prerequisites: Dexterity 13
Benefit: While you wield a melee weapon in each hand, you gain a +1 shield bonus to AC and Reflex.
Extra Attack, Reactive Strikes, Two-weapon Fighting
Prerequisites: Dexterity 21, Two-Weapon Offense feat
Benefit: While you wield a melee weapon in each hand, when you make a reactive strike, you can choose to also make a melee basic attack against the same target. If you do, you take a -5 penalty to attack rolls with both. Make one of the attacks with your main weapon, and the other with your off-hand weapon.
Damage Bonus, Two-weapon Fighting
Prerequisites: Dexterity
Benefit: While you wield a melee weapon in each hand, you gain a +1 bonus to melee Weapon damage rolls.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Critical, Extra Attack, Two-weapon Fighting
Prerequisites: Two-Weapon Offense feat
Benefit: While you wield a melee weapon in each hand and score a critical hit with a Weapon attack using your main weapon, you can make a basic attack with your off-hand weapon as a free reaction.
Damage Bonus, Reactive Strikes, Two-weapon Fighting
Prerequisites: Two-Weapon Offense feat
Benefit: While you wield a melee weapon in each hand, you gain a +2 bonus to damage rolls with reactive strikes. You also gain this bonus with the enforce challenge fighter class power if you have it.
This bonus increases to +3 at 11th level, and to +4 at 21st level.
Class, Power Enhancement
Prerequisites: Warlock class, bestow curse class power
Benefit: When you use your bestow curse class power, you can target the two closest enemies to you that you can see.
Class, Kill Effect, Power Repertoire
Prerequisites: Warlock class, Eldritch Pact feature
Benefit: Choose a second Eldritch Pact. You count as having the corresponding class feature for prerequisites and additional effects of powers, and gain the following benefits:
At-Will Attack: You gain one 1st-level at-will attack from the pact in addition those you normally gain.
Pact Boon: You gain the Pact Boon for the pact. As with all triggered abilities, you can only trigger one free reaction or interrupt on the same trigger.
Pact
Attack Penalty, Class, Power Enhancement, Triggered
Prerequisites: Warlock class, Sorcerer-King Pact feature, Warlock's Curse feature, Tyrian Bureaucrat feat
Benefit: In addition to regaining the use of your Fell Might, when you drop an enemy under your curse to 0 hit points or fewer, every enemy under your curse takes a -2 penalty to attack rulls until the end of your next turn.
Also, you can expend your Fell Might to enhance any power associated with this feat. When you do, you can choose to count as having a different pact for the power (such as the Infernal Pact for the fiery bolt power), and when you hit with such a power, you also knock the target prone.
Associated Powers: fiery bolt (lvl 3), acrid decay (lvl 7), harrowstorm (lvl 13), warlock's bargain (lvl 17), spiteful darts (lvl 23), hellfire curse (lvl 27)
Class, Condition Infliction, Power Enhancement, Skill Enhancement
Prerequisites: Warlock class, Sorcerer-King Pact feature
Benefit: You gain a +2 feat bonus to Streetwise checks.
Also, when you enhance your hand of blight attack power with your Fell Might, instead of dealing additional damage, you daze the target until the end of your next turn on a hit.
Class, Power Recovery, Psionics, Racial
Prerequisites: Eladrin race, fey step racial power, any psionic class, Psionic Augmentation feature
Benefit: When you first drop to 0 power points during an encounter, you regain the use of your fey step racial power.
Class, Defense, Shield
Prerequisites: Fighter class
Benefit: While you are using a shield, enemies do not get to roll their attack roll twice for having combat advantage against you. Other benefits, such as Sneak Attack, still apply.
Attack Penalty, Class, Concealment, Damage Bonus, Power Enhancement
Prerequisites: Warlock class, Star Pact feature; dire radiance attack power or mind shadows attack power
Benefit: When you have concealment against the target of your dire radiance attack power or mind shadows attack power, you deal +1 damage and the target takes a -2 penalty to attack rolls until the end of your next turn. If you have total concealment, the bonus to damage increases to +2 damage.
The bonus to damage increases to +2 or +4 at 11th level, respectively, and to +3 or +6 at 21st level.
Bloodline
Concealment, Dusk Elf Heritage, Racial, Second Wind
Prerequisites: Elf race, Dusk Elf Heritage feat
Benefit: When you use your second wind, you can choose to gain concealment instead of the normal bonus to defenses. If you already have concealment, you gain total concealment instead.
Class, Critical, Unarmed Combat
Prerequisites: Dexterity 23, Monk class, Unarmed Combatant feature; Strength 17, Constitution 17, Wisdom 17 or Charisma 17
Benefit: When you make make a Weapon attack using your monk unarmed strike or a monk Implement attack, you can score a critical hit on a natural roll of 19 or 20.
Defense
Benefit: You gain a +2 feat bonus to AC while wearing either cloth armor or no armor.
Class, Combat Advantage, Reactive Strikes, Shield
Prerequisites: Fighter class
Benefit: When you hit an enemy with a reactive strike while using a shield, that enemy grants combat advantage until the start of the currently acting creature's next turn.
Class, Combat Advantage, Power Enhancement, Racial, Support
Prerequisites: Tiefling race, infernal wrath racial power, Leader role
Benefit: When you use your infernal wrath racial power, the target grants combat advantage to your allies until the end of its next turn.
Channel Divinity, Class, Fear, Forced Movement, Triggered
Prerequisites: Invoker class, maledictor's doom Channel Divinity power
Benefit: Whenever your maledictor's doom Channel Divinity power allows you to push the target, you inrease the maximum distance by a number of squares equal to one-half your Intelligence modifier.
Defense
Prerequisites: Dexterity 17, Wisdom 17
Benefit: Enemies do not get to roll their attack roll twice for having combat advantage against you. Other benefits, such as Sneak Attack, still apply.
Condition Negation, Perception, Racial, Support
Prerequisites: Minotaur race or Shifter race; trained in Perception
Benefit: Creatures within 2 squares of you gain no benefit from concealment or total concealment against you, and invisible creatures within 2 squares of you are effectively visible to you.
Also, you can use a minor action to precisely pinpoint an enemy that is within 2 squares of you and either has total concealment or is invisible. If you do, allies within 5 squares of you who can see and hear you treat the enemy as only having concealment until the start of your next turn or until the enemy is no longer adjacent to you.
Condition Negation, Power Enhancement, Racial
Prerequisites: Shifter race; longtooth shifting racial power or razorclaw shifting racial power
Benefit: When you use your shifter racial power, you end one effect on you that dazes or weakens you.
Class, Damage Bonus, Power Enhancement, Psychic, Racial
Prerequisites: Kalashtar race, bastion of mental clarity racial power, Assassin class, Assassin's Shroud feature
Benefit: When you use your bastion of mental clarity racial power, the triggering enemy takes psychic damage equal to your Charisma modifier, plus additional damage equal to the number of your shrouds on it.
This psychic damage increases to 2 + your Charisma modifier and twice the number of your shrouds at 11th level, and to 4 + your Charisma modifier plus three times the number of your shrouds at 21st level.
Class, Damage Bonus, Healing Surges, Temporary Hit Points, Undead-hunting
Prerequisites: Constitution 13, Wisdom 13, trained in Religion; any divine class or any martial class
Benefit: Your number of healing surges increases by one.
Also, you gain the following benefits with martial and divine at-will melee and at-will ranged attacks against undead:
► You deal an additional +2 damage.
► If the attack grants temporary hit points, you increase the number of temporary hit points by your Wisdom modifier.
► If the attack doesn't deal damage on a miss, you deal damage equal to one-half your Constitution modifier + the enhancement bonus of the weapon or implement you used to make the attack.
In addition, if you grant an ally a melee attack against an undead, he or she deals +2 additional damage.
Both additional damage increase to +3 at 11th level, and to +4 at 21st level.
The damage on a miss increases to your Constitution modifier + the enhancement bonus at 11th level, and to 2 + your Constitution modifier + the enhancement bonus at 21st level.
Channel Divinity, Class, Power Enhancement, Radiant, Undead-hunting
Prerequisites: Cleric class, turn undead Channel Divinity power
Benefit: You can choose to add the Zone keyword to your turn undead Channel Divinity power. When you do, the burst creates a zone of radiant energy until the end of your next turn.
Any undead creature that enters the zone or ends its turn in it takes radiant damage equal to you 2 + your Wisdom modifier + your implement's enhancement bonus. A creature can take this damage only once per turn.
The radiant damage increases to 5 + your Wisdom modifier + your implement's enhancement bonus at 21st level.
Class, Damage Bonus, Mark Punishment
Prerequisites: Fighter class, enforce challenge class power
Benefit: The attack granted by your enforce challenge class power ignores any resist the target might have.
Mobility, Size-based
Prerequisites: Small or smaller size, trained in Acrobatics
Benefit: You can move through the space of a creature two or more sizes larger than you (Large, if you are Small) without provoking reactive strikes from that creature. You don't provoke when you leave an adjacent square to enter the target creature's space or when you leave the target's space to enter an adjacent square.
Your movement still provokes reactive strikes from other creatures. You can't end your move in another creature's space.
Attack Penalty, Class
Prerequisites: Rogue class, Sneak Attack feature
Benefit: When you deal Sneak Attack damage, you can forgo rolling one of your Sneak Attack dice.
If you do so, the target takes a -2 penalty to attack rolls until the end of your next turn.
Attack Bonus, Class, Initiative
Prerequisites: Rogue class, First Strike feature
Benefit: When you have combat advantage against a creature from your First Strike class feature, you gain a +4 bonus to the attack roll.
Condition Negation, Skill Enhancement
Benefit: You gain a +4 bonus to Acrobatics checks and Athletics check to escape.
Also, when you successfully escape, you can shift up to 2 squares.
Spellscar
Class, Power Repertoire, Spellscar
Prerequisites: any martial class
Benefit: Choose one 1st-level at-will attack power from any arcane class. You can use the chosen power as an encounter power.
If you have the Student of the Plague feat, you can use your highest ability for attack rolls and damage rolls with the chosen power.
Action Point, Healing
Benefit: When you spend an action point, you can also spend a healing surge to regain hit points equal to your healing surge value.
Dying, Healing
Benefit: When you make death saving throws, you can spend a heealing surge when your result is 18 or higher instead of 20 or higher.
Also, if you have no healing surges remaining when you could spend a healing surge from making a death saving throw, you can choose to regain a number of hit points equal to one-half your level (minimum 1 hit point).
Mobility
Prerequisites: trained in Acrobatics
Benefit: During your turn, you ignore the effect of difficult terraint on your movement, and greater difficult terrain affects your movement as if it was difficult terrain.
Bloodied, Class, Power Enhancement, Racial, Triggered
Prerequisites: Shifter race; longtooth shifting racial power or razorclaw shifting racial power; Avenger class with Oath of Enmity feature or Ranger class with Hunter's Quarry feature
Benefit: You can use your shifter racial power as an immediate reaction with a trigger depending on your class:
Avenger: You are bloodied and your oath target hits you, or you are bloodied by an attack made by your oath target
Ranger: You are bloodied and your quarry hits you, or you are bloodied by an attack made by your quarry
Class, Damage Bonus, Psychic, Teleportation
Prerequisites: Sorcerer class, Wild magic feature
Benefit: When you teleport an enemy with a sorcerer power, that enemy takes takes 1d10 psychic damage.
The psychic damage increases to 2d10 at 21st level.
Class, Dying, Psionics, Racial, Support
Prerequisites: Revenant race, Unnatural Vitality trait, Ardent class, Ardent Mantle feature, Psionic Augmentation feature
Benefit: While you have at least 1 power point remaining, allies in the aura granted by your Ardent Mantle class feature remain conscious when reduced 0 hit points or fewer until they roll their first death saving throw.
Damage Resistance, Healing Surge, Racial
Prerequisites: Revenant race
Benefit: Your number of healing surges increases by 1.
Also, when you spend a healing surge, you gain resist 10 cold, poison, and necrotic until the end of your next turn.
These resists increase to resist 15 at 21st level.
Damage Bonus, Miss Mitigation, Racial
Prerequisites: Half-orc race, furious assault racial power
Benefit: You can use your furious assault racial power with the following trigger:
Trigger: You miss with an attack on your turn
Class, Condition Negation, Racial, Triggered
Prerequisites: Drow race, Warden class
Benefit: When you hit an enemy with a warden encounter attack power, that enemy cannot benefit from any concealmment until the end of your next turn.
Class, Forced Movement, Racial, Stealth
Prerequisites: Gnome race, Psion class
Benefit: When you hit an enemy with a psion attack and you are hidden from that enemy, you can slide that enemy up to 2 squares as part of the hit.
This increases to slide up to 3 squares at 21st level.
Class, Combat Advantage
Prerequisites: Invoker class
Benefit: You gain combat advantage against adjacent enemies with clost blast invoker attacks.
Combat Advantage, Fear, Summoning
Benefit: Enemies adjacent to your conjurations or summoned creatures grant combat advantage. This is a Fear effect.
Class, Mobility, Power Enhancement, Shapechange
Prerequisites: Druid class, savage rend attack power, wild shape class power
Benefit: When you hit a target with the savage rend attack power, you can shift 1 square into the space the target left.
Starting at 11th level, you can choose to shift 1 square to a space adjacent to the target instead, and starting at 21st level, you can choose to shift up to 2 squares to a space adjacent to the target.
Charge, Class
Prerequisites: Strength 23, Constitution 21; Barbarian class or Fighter class
Benefit: You can take further actions after a charge. This does not give you any additional actions.
Class, Mobility, Second Wind
Prerequisites: Dwarf race; Defender role or Striker role
Benefit: When you use your second wind, you can shift 1 square as a free reaction. You must end this movement in a space adjacent to at least one enemy.
This increases to shift up to 2 squares at 21st level.
Condition Negation, Power Enhancement, Racial
Prerequisites: Mul race, incredible toughness racial power
Benefit: You can expend your incredible toughness racial power to any immobilizing effect on you instead of the power's normal effects.
Bloodied, Class, Mobility, Triggered
Prerequisites: Battlemind class
Benefit: The first time in an encounter that you are bloodied, you can move a number of squares equal to 2 + your Charisma modifier as a free reaction.
Class, Damage Bonus, Power Enhancement, Racial, Shapechange
Prerequisites: Constitution 13, Mul race, incredible toughness racial power, Druid class, wild shape class power
Benefit: When you use your wild shape class power, you can expend your incredible toughness racial power as a free interrupt. If you do, instead of the racial power's normal effects, you gain a power bonus to all damage rolls until the end of your current turn. The bonus equals your Constitution modifier.
Class, Damage Bonus, Fire, Mark Punishment, Power Enhancement, Racial
Prerequisites: Genasi race, firepulse racial power, Defender role
Benefit: When you hit an enemy with your firepulse racial power, each enemy marked by you takes fire damage equal to 3 + your Strength modifier after the power has been resolved.
The fire damage increases to 5 + your Strength modifier at 21st level.
Action Point, Class, Power Recovery
Prerequisites: Paladin class, Hand of the Cause feature
Benefit: Each time you complete an encounter without using your action point, you gain one additional use of the power granted by your Hand of the Cause class feature.
Class, Damage Resistance, Power Enhancement
Prerequisites: Assassin class, shadow step class power
Benefit: When you use your shadow step class power, until the end of your next turn, you halve any damage you take from an enemy who has your shrouds on it.
Skill Enhancement, Stealth
Prerequisites: trained in Stealth
Benefit: You gain a +5 bonus to Stealth checks against creatures that cannot see you, such as while you are invisible or totally obscured from the creature, or a blind creature. You don't gain this bonus against creatures that do not rely on sight to detect enemies.
Also, Scrying rituals cannot detect you unless you want them to.
Bloodline
Class, Elan Heritage, Power Enhancement, Psychic
Prerequisites: Monk class, Flurry of Blows feature, Elan Heritage feat
Benefit: You can choose to deal psychic damage with your Flurry of Blows power. If you do, the power gains the Psychic keyword and deals full damage to insubstantial targets.
Class, Power Recovery, Racial
Prerequisites: Half-orc , furious assault racial power, Barbarian class, Savage Rage feature
Benefit: If you use your furious assault racial power with a Rage power while raging and didn't change to a different rage, you regain the use of your furious assault racial power at the start of your next turn.
Class, Mobility
Prerequisites: Avenger class, Oath of Enmity feature
Benefit: If you end a run action adjacent to your oath target, you do not take the penalty to attack rolls from that that action against your oath target.
Power Enhancement, Racial, Temporary Hit Points
Prerequisites: Goliath race, stone's endurance racial power
Benefit: When you use your stone's endurance racial power, you also gain temporary hit points equal to one-half your level + your Constitution modifier.
Dying, Mobility, Racial
Prerequisites: Deva race
Benefit: You can use the following action at-will:
Free Reaction: Trigger: You are dying and regain hit points; You stand from prone and shift up to 1 square.
Background, Class, Forced Movement, Mobility, Racial, Weapon Specialization
Prerequisites: Elf race, Fighter class, Valenar Dervish Student feat
Benefit: When you make a Weapon attack with the scimitar or the double scimitar and you have proficiency with that weapon, you gain the following benefits:
► After resolving a martial encounter attack, you can shift up to 2 squares, and then slide one target you hit with the attack up to 2 squares to a space adjacent to you.
► When you hit an enemy with a fighter encounter attack that pushes, you can slide the enemy the same distance instead.
Background, Class, Mobility, Racial, Skill Enhancement, Weapon Specialization
Prerequisites: Elf race; Fighter class or Ranger class; proficiency with the scimitar or proficiency with the double scimitar
Benefit: You gain a +2 feat bonus to Acrobatics checks.
Also, after you make a martial at-will attack using the scimitar or the double scimitar, you can shift 1 square as a minor action until the end of your current turn.
Background, Class, Forced Movement, Mobility, Racial, Weapon Specialization
Prerequisites: Elf race, Ranger clss, Valenar Dervish Student feat
Benefit: When you make a Weapon attack with the scimitar or the double scimitar and you have proficiency with that weapon, you gain the following benefits:
► When you hit an enemy with a martial encounter attack, you can shift 1 square to a space adjacent to the that enemy as part of the hit effect, and then push that enemy up to 1 square after the attack has been resolved.
The shift increases to up to 2 squares at 21st level.
► When you make a ranger encounter attack that allows you to push or slide the target, you can choose to instead shift the same distance.
Background, Damage Bonus, Mounted Combat, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Elf race
Benefit: You gain proficiency with all simple Spears and military Spears.
Also, while you are mounted, you gain a +2 feat bonus to damage rolls with the shortbow and all Spears.
This bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
In addition, if you have the elven accuracy racial power, you can trigger it on attack rolls made by your mount.
Background, Class, Defense, Racial, Weapon Specialization
Prerequisites: Elf race, Swordmage class, Swordmage Warding feature
Benefit: When you wield the double scimitar or the falchion, the bonus to AC granted by your Swordmage Warding increases to +2.
Background, Damage Bonus, Proficiency Gain, Racial, Weapon Specialization
Prerequisites: Elf race
Benefit: You gain proficiency with the scimitar, the double scimitar, and the falchion.
Also, you gain a +2 feat bonus to damage rolls with these weapons.
The bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Background, Class, Forced Movement, Mark Punishment, Racial
Prerequisites: Elf race, Warden class, warden's grasp class power
Benefit: When you use your warden's grasp class power, you can pull the target 3 squares instead of sliding it.
Bloodline
Mobility, Stealth, Vampiric Heritage
Prerequisites: Vampiric Heritage feat
Benefit: You gain a +1 feat bonus to speed while you are not in direct sunglight.
Also, if you hide while you are in dim light or total darkness, you do not take the -5 penalty to your Stealth check for moving more than 2 squares.
Bloodline
Grapple, Healing, Power Repertoire, Vampiric Heritage
Prerequisites: living humanoid race
Benefit: You gain the blood drain bloodline power. When you first take this feat, choose Strength, Constitution, or Dexterity as the ability you use for the attack rolls and damage rolls.
Also, you gain a +2 bonus to Perception checks and Insight checks to sense and recognize dhampyrs and undead.
You can learn the following powers as bloodline powers of the corresponding level.
Special: You are considered a vampire for the purpose of effects that relate to vampires, though not a member of the Vampire class.
Vampiric
Attack
Blood Drain
EncounterStandard Action
Vigor rushes through your body as you drain life energy from your victim
Healing, Shadow
Attack:  Melee touch  (one living creature you have grabbed)
Ability +2 vs. Fortitude
Level 11:  Ability +4 vs. Fortitude
Level 21:  Ability +6 vs. Fortitude
Hit:  1d4 + Ability modifier damage, and you can spend a healing surge to regain hit points equal to your healing surge value.
Crit:  The target is weakened until the end of your next turn.
Level 11:  2d4 + Ability modifier damage.
Level 21:  3d6 + Ability modifier damage.
Vampiric
Utility 6
Mist Form
DailyStandard Action
Your form dissolves into an eerie, billowing mist
Polymorph, Shadow
Personal
Effect:  You turn into a cloud of mist, and gain the following effects:
► You become insubstantial.
► You gain a fly speed of 8 (hover), and when you squeeze, you can fit through any opening that allows air to pass through. Squares of daylight are difficult terrain for you.
► You cannot make any attacks while in this form.
This lasts until the end of your next turn.
Sustain Minor:  Your mist form persists until the end of your next turn.
Vampiric
Utility 10
Bloodied Regeneration
DailyMinor Action
Your wounds call to your immortal blood, which surges to repair your body
Healing, Shadow
Requirement:  You must be bloodied
Personal
Effect:  You gain regeneration equal to 2 + your Constitution modifier until the end of the encounter.
This regeneration is suppressed until the end of your next turn if you take radiant damage.
Multiclass
Healing, Healing Surge, Multiclass Vampire, Proficiency Gain
Benefit: You gain the Child of the Night vampire class feature, except you do not gain the darkvision or the resist necrotic granted by the feature.
Also, you gain Blood is Life vampire class feature, except you do not automatically gain the blood drinker attack power. You can learn blood drinker as a multiclass power, as normal.
In addition, you gain the Enduring Soul vampire class feature.
Additionally, you gain proficiency in vampire implements.
Class, Defense, Support
Prerequisites: Invoker class
Benefit: When you hit a target with a ranged invoker attack, each ally adjacent to that target gains a +2 bonus to all defenses against reactive strikes. The bonus lasts until the start of your next turn.
Class, Concealment, Power Enhancement, Teleportation
Prerequisites: Assassin class, shadow step class power
Benefit: When you use your shadow step class power, you gain concealment until the start of your next turn.
Power Enhancement, Racial, Teleportation
Prerequisites: Gnome race, fade away racial power
Benefit: When you use your fade away racial power, you can choose to give it the Teleportation keyword. If you do, you can teleport up to a number of squares equal to your speed after turning invisible.
Class, Power Enhancement, Racial, Teleportation
Prerequisites: Eladrin race, Artificer class, Magical Infusion feature
Benefit: An ally benefiting from your resistive formula or shielding elixir class power can use the following action:
Free Action: The ally teleports up to a number of squares equal to 2 + one-half your Dexterity modifier and the power ends.
Class, Condition Infliction, Ongoing Damage, Power Enhancement, Psychic
Prerequisites: Warlock class, Star Pact feature, Warlock's Curse feature
Benefit: When you deal your curse damage to a target with a warlock daily attack, that target is dazed (save ends).
If the power already makes the target dazed (save ends), the target takes ongoing 5 psychic damage as long as it remains dazed.
This ongoing damage increases to 10 at 21st level.
Class, Power Enhancement, Racial
Prerequisites: Half-elf race, Dilettante trait, Assassin class, Assassin's Shrouds feature
Benefit: Once per encounter, when you use the power granted by your Dilettante racial trait, you increase your number of shrouds on a creature that has your shrouds on it.
Class, Damage Bonus, Miss Mitigation
Prerequisites: Avenger class, Oath of Enmity feature
Benefit: When you miss your oath target with an avenger attack or basic attack on your turn, you gain a +5 bonus to damage rolls against that target until the end of your next turn.
Attack Bonus, Class, Mark Punishment
Prerequisites: Battlemind class, mind spike class power
Benefit: When you damage a target with your mind spike class power, you gain a +2 bonus to attack rolls against that target until the end of your next turn.
Class, Kill Effect, Saving Throws, Support
Prerequisites: Avenger class, Oath of Enmity feature, must worship Avandra
Benefit: When you reduce your oath target to 0 hit points or fewer, you and each ally adjacent to you gain a +2 bonus to saving throws until the end of your next turn.
Animal Companion, Attack Bonus, Class, Damage Bonus, Triggered
Prerequisites: Ranger class, Beast Mastery feature, Hunter's Quarry feature
Benefit: When your quarry deals damage to you, your beast companion gains a +1 bonus to attack rolls and a +1 bonus to damage rolls against that creature until the end of your next turn.
The bonus to damage rolls increases to +2 at 11th level, and to +3 at 21st level.
Class, Triggered
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: You can use the following action at-will:
Immediate Reaction: Trigger: An enemy hits you with an attack; You place your curse on the triggering enemy.
Class, Power Enhancement
Prerequisites: Avenger class, swear enmity class power
Benefit: You can use your swear enmity class power as a free action.
Class, Forced Movement, Mark Punishment
Prerequisites: Warden class, warden's grasp class power
Benefit: When you use your warden's grasp class power, you can choose to push the target up to 3 squares instead of sliding it 1 square.
Class Combination, Radiant
Prerequisites: Assassin class, Assassin's Shrounds feature, any divine class
Benefit: When you invoke your shrouds when making a divine attack, you can choose to additional damage be radiant damage.
Class, Damage Bonus, Summoning, Triggered
Prerequisites: Constitution 19, Wizard class
Benefit: When a creature you have summoned with an arcane Summoning power is reduced to 0 hit points or fewer, each enemy adjacent to that creature takes damage equal to 2d10 + your Constitution modifier.
Class, Damage Bonus, Poison
Prerequisites: Assassin class
Benefit: When you finish a short rest or long rest, choose one weapon you handled during the rest.
The first attack made with the chosen weapon before the end of your next rest deals an additional +1d8 poison damage. This effect ends even if the attack misses.
This additional damage increases to +2d8 at 11th level, and to +3d8 at 21st level.
Class, Damage Bonus, Poison
Prerequisites: Assassin class
Benefit: You gain a +2 feat bonus to damage rolls, ongoing damage, and flat damage with powers that have the Poison keyword.
Class, Damage Bonus, Poison
Prerequisites: Assassin class
Benefit: Your attacks ignore resist poison and immune poison.
Class, Damage Resistance
Prerequisites: Assassin class
Benefit: You gain resist 5 poison.
This increases to resist 10 at 11th level, and to resist 15 at 21st level.
Class, Damage Bonus, Poison, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: While you are in beast form, you melee attacks with the Poison keyword ignore 10 points of the target's resist poison.
This increases to ignore 15 at 21st level.
Damage Resistance, Racial, Saving Throws
Prerequisites: Drow race
Benefit: You gain resist poison equal to one-half your level, and a +2 feat bonus to saving throws against Poison effects.
Channel Divinity, Class, Power Repertoire
Prerequisites: any divine class, Channel Divinity feature
Benefit: Choose a Channel Divinity power available to a divine class other than your own. You gain the chosen Channel Divinity power.
Class, Proficiency Gain, Weapon Specialization
Prerequisites: Strength 13, Rogue class
Benefit: You gain proficiency with all one-handed military Heavy Blades.
Also, you can use one-handed Heavy Blades with rogue powers that require a Light Blade and to deal Sneak Attack damage.
Class, Defense, Mobility, Power Enhancement
Prerequisites: Intelligence 15, Charisma 15, Warlord class, Resourceful Presence feature, draw inspiration class power
Benefit: When a character uses your draw inspiration power, choose one of the following two benefits:
► The character gains a bonus to the first damage roll he or she makes before the start of his or her next turn equal to your Intelligence modifier.
► The character can shift up to a number of squares equal to 1 + one-half your Intelligence modifier as a free reaction.
► The character gains a bonus to AC equal to 1 + one-half your Charisma modifier until the start of his or her next turn.
Action Point, Multiclass, Power Enhancement, Power Repertoire, Racial
Prerequisites: Half-elf race, Dilettante trait
Benefit: You can use the power you gained from your Dilettante racial trait as an at-will power.
Also, if you choose the paragon multiclass option, you gain the following benefits:
► You can choose the powers you gain at 11th, 12th and 20th level from your paragon multiclass from any class, instead of gaining them from your second class.
► You can spend your action point as a free action to regain the use of an encounter attack power that you have already used.
Damage Resistance, Racial
Prerequisites: Genasi race, Elemental Manifestation trait
Benefit: Choose three of: acid, cold, fire, lightning, or thunder.
You gain resist against the chosen damage types equal to one-half your level.
Class, Racial
Prerequisites: Human race, Rogue class, Rogue Tactics feature
Benefit: You gain one additional option from the Rogue Tactics class feature.
Class, Kill Effect
Prerequisites: Warlock class, Vestige Pact feature, vestige pact boon class power
Benefit: When your vestige pact boon class power triggers, before resolving its effects, you can change your active vestige to any other vestige that has been an active vestige since you last completed a rest.
Class
Prerequisites: Warlock class, Vestige Pact feature
Benefit: Choose one warlock daily attack that gives you access to a vestige.
You add the vestige from the chosen power to your primary vestiges. This means you can select it as your active vestige when you finish a short rest or long rest, or when you would otherwise be able to change your active vestige to a primary vestige.
Each time you learn a new warlock daily attack power, you can change the power you chose for this feat.
Class
Prerequisites: Warlock class, Vestige Pact feature
Benefit: You can have two active vestiges, chosen from those you normally have access to. When your Pact Boon triggers or you use the eyes of the vestige attack power, you choose which vestige's benefit applies.
When an effect gives you access to a new vestige, you choose which of your current active vestiges you want to replace.
Bloodline
Class, Forced Movement, Vistani Heritage
Prerequisites: Warlock class, Vestige Pact feature, Vistani Heritage feat
Benefit: You add Vistan to your primary vestiges, with the following Pact Boon benefit and eyes of the vestige augment:
Pact Boon: You can slide a creature under your curse up to a number of squares equal to your 1 + one-half your Intelligence modifier.
This slide increases to up to 2 + one-half your Intelligence modifier at 21st level.
Eyes of the Vestige Augment: You can slide the target 1 square.
The slide increases to up to 2 squares at 21st level.
Combat Advantage, Flanking, Support
Benefit: When you flank an enemy, that enemy grants combat advantage to your allies.
Class, Condition Negation, Support
Prerequisites: Shaman class, Watcher Spirit feature
Benefit: You and your allies don't grant combat advantage while adjacent to your spirit companion.
Damage Bonus
Benefit: You gain combat advantage against immobilized targets and slowed targets.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Drow race, darkfire racial power, Avenger class, Oath of Enmity feature
Benefit: When you hit your oath target with your darkfire racial power, it gains vulnerable all until the start of your next turn. The vulnerable equals 1 + one-half your Dexterity modifier.
This increases to equal to your Dexterity modifier at 21st level.
Dying, Racial
Prerequisites: Minotaur race, Ferocity trait
Benefit: When making the attack granted by your Ferocity racial trait, you can make an at-will melee attack instead of a melee basic attack.
Class, Damage Bonus, Power Enhancement
Prerequisites: Psion class, distract class power
Benefit: When you use your distract class power, the first attack you make against the target before the end of your next turn gains a +3 power bonus to the damage roll.
This increases to a +4 power bonus at 11th level, and to a +5 power bonus.
Bloodied Enemy, Class, Damage Bonus, Power Enhancement, Support
Prerequisites: Shaman class, Stalker Spirit feature, healing spirit class power
Benefit: When you use your healing spirit class power, each ally adjacent to your spirit companion gains a +2 bonus to damage rolls against bloodied enemies until the end of your next turn.
Extra Attack, Power Enhancement, Racial
Prerequisites: Minotaur race, goring charge racial power
Benefit: When you knock a target prone with your goring charge racial power, you can make a melee basic attack against that target as a free reaction.
Arcane Defiling
Arcane Defiling, Damage Bonus, Power Enhancement
Prerequisites: arcane defiling power
Benefit: When you use an arcane daily attack power with your arcane defiling, the power deals +4 additional damage.
This increases to +6 damage at 21st level.
Class, Kill Effect, Saving Throws
Prerequisites: Constitution 15, Fighter class
Benefit: When you reduce an enemy to 0 hit points or fewer, you gain a +1 bonus to saving throws until the end of the encounter.
If you reduce an elite or solo enemy to 0 hit points or fewer, this increases to a +2 bonus.
Class, Critical, Damage Bonus, Support
Prerequisites: Ardent class, Ardent Mantle feature
Benefit: When you score a critical hit using an ardent attack, the aura granted by your Ardent Mantle class feature gains the following benefit until the start of your next turn:
► Allies in the aura have a bonus to damage rolls equal to your Charisma modifier.
Defense, Racial
Prerequisites: Wisdom 15, Minotaur race
Benefit: When you hit an enemy with an attack, that enemy cannot gain combat advantage against you until the start of your next turn.
Class, Healing
Prerequisites: Strength 13, Swordmage class
Benefit: While you are in a swordmage stance, you add your Strength modifier to your healing surge value.
Class, Healing, Power Enhancement
Prerequisites: Shaman class, healing spirit class power
Benefit: When you use your healing spirit class power, the target target regains additional hit points equal to your Wisdom modifier.
Class, Mark Punishment, Temporary Hit Points
Prerequisites: Swordmage class, aegis of assault class power
Benefit: When you use your aegis of assault class power, you gain temporary hit points equal to 5 + your Strength modifier.
These temporary hit points increase to 10 + your Strength modifier at 21st level.
Familiar
Background, Class, Defense, Familiar, Mobility
Prerequisites: Artificer class, Arcane Familiar feat; Mark of Handling feat or member of House Vadalis
Benefit: Your knowledge of House Vadalis's beast breeding techniques allows you to form your familiar with greater speed and resilience. Your familiar gains a +2 feat bonus to speed and a +1 feat bonus to AC.
House Vadalis is one of the Dragonmarked Houses of the Eberron setting.
Racial, Reach, Skill Enhancement
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: You gain a +2 feat bonus to Acrobatics checks
Also, when you use the power granted by your Nature's Aspect racial trait, your melee reach increases by 1 until the end of your next turn.
Class, Damage Bonus, Racial, Triggered
Prerequisites: Half-orc race, furious assault racial power, Monk class, Flurrty of Blows feature
Benefit: You can trigger your furious assault racial power and the power granted by your Flurry of Blows class feature on the same attack, despite them being free actions with the same trigger.
When you do, one target of your Flurry of Blows power takes additional damage equal to your Strength modifier.
Bloodied, Class, Critical, Power Enhancement, Support
Prerequisites: Ardent class, Mantle of Elation feature, ardent surge class power
Benefit: When you target a bloodied ally with your ardent surge class power and that ally regains enough hit points to no longer be bloodied, he or she can score a critical hit on a natural roll of 18 to 20 with melee attacks until the end of your next turn.
Class, Damage Bonus, Kill Effect
Prerequisites: Barbarian class, Rageblood Vigor feature
Benefit: When you reduce an enemy to 0 hit points or fewer, you gain a +5 bonus to the first damage roll you make before the end of your next turn.
Class, Condition Negation, Power Enhancement
Prerequisites: Paladin class, virtue's touch power power
Benefit: You add ongoing damage to the conditions you can remove using your virtue's touch class power.
Channel Divinity, Class, Temporary Hit Points
Prerequisites: Wisdom 19, Charisma 23, Paladin class, divine mettle Channel Divinity power
Benefit: When you use your divine mettle Channel Divinity power, you gain temporary hit points equal to 10 + your Charisma modifier, or half this if the target fails his or her saving throw.
If you have the Protecting Boon feat or another way to target more than one ally with divine mettle, you gain the full amount if at least one ally succeeds on the saving throw, and an additional +5 temporary hit points for each additional ally that succeeds on his or her saving throw.
Class, Damagge Resistance, Healing Surge
Prerequisites: Wisdom 13, Paladin class
Benefit: Whenever you spend a healing surge, you gain resist all until the start of your next turn. The resist equals your Wisdom modifier.
This resist increases to 3 + your Wisdom modifier at 11th level, and to 6 + your Wisdom modifier at 21st level.
Bloodline
Class, Condition Infliction, Critical, Foulborn Heritage, Psionics, Psychic
Prerequisites: Psion class, Foulborn Heritage feat
Benefit: When you score a critical hit against an enemy with an augmented psion at-will attack power, that enemy is also dazed until the end of your next turn. If the enemy was already dazed or is dazed by the power, it takes an 5 psychic damage after the power has been resolved.
The psychic damage increases to 10 at 11th level, and to 15 at 21st level.
Bloodline
Damage Bonus, Vistani Heritage, Weapon Specialization
Prerequisites: Vistani Heritage feat
Benefit: You gain a +3 bonus to damage rolls with melee or close Weapon attacks using a Light Blade or a Heavy Blade against a target affected by your evil eye.
This bonus to damage increases to +6 at 11th level, and to +10 at 21st level.
Bloodline
Action Point, Initiative, Vistani Heritage
Prerequisites: Vistani Heritage feat
Benefit: You gain a +2 bonus to initiative checks.
Also, when you finish an extended rest, you have an additional action point. Unlike a normal action point, you can only regain this action point by taking an extended rest.
Bloodline
Rituals, Vistani Heritage
Prerequisites: Vistani Heritage feat
Benefit: You can master and perform binding rituals and warding rituals as though you had the Ritual Caster feat.
Also, once per day, you can ignore the component cost of a binding ritual or warding ritual you have mastered of your level or lower.
Bloodline
Rituals, Vistani Heritage
Prerequisites: Vistani Heritage feat
Benefit: You can master and perform restoration rituals as though you had the Ritual Caster feat.
Also, once per day, you can ignore the component cost of a restoration ritual you have mastered of your level or lower.
Bloodline
Combat Advantage, Movement Hindrance, Power Repertoire, Skill Enhancement, Vistani Heritage
Prerequisites: any humanoid race
Benefit: You gain a +2 bonus to Diplomacy checks made against other Vistani, and to Streetwise checks made to gather information in a Vistani camp.
Also, you gain the evil eye of the Vistani bloodline encounter attack. Choose Intelligence, Wisdom, or Charisma. You use the chosen ability for the attack roll.
Vistani
Attack
Evil Eye of the Vistani
EncounterMinor Action
You cast a baleful look upon your enemy, forcing it to cower before you
Arcane, Charm
Attack:  Ranged 10  (one creature that can see you)
Chosen ability +2 vs. Will
Level 11:  Chosen ability +4
Level 21:  Chosen ability +6
Hit:  The target is affected by your evil eye until the end of your next turn.
While affected, the target grants combat advantage to you and cannot willingly move closer to you.
Bloodline
Rituals, Vistani Heritage
Prerequisites: Vistani Heritage feat
Benefit: You can master and perform Bard rituals as though you had the Ritual Caster feat and were a bard.
Also, once per day, you can ignore the component cost of a Bard ritual you have mastered of your level or lower.
Bloodline
Miss Mitigation, Mobility, Vistani Heritage, Weapon Specialization
Prerequisites: Vistani Heritage feat
Benefit: You can use the following action once on each of your turns:
Free Reaction: Trigger: You miss a target affected by your evil eye with a Weapon attack using a Light Blade; You either shift 1 square or move up to your speed
The shift increases to up to 2 squares at 21st level.
Bloodline
Rituals, Vistani Heritage
Prerequisites: Vistani Heritage feat
Benefit: You can master and perform exploration rituals and travel rituals as though you had the Ritual Caster feat.
Also, once per day, you can ignore the component cost of a restoration ritual or travel ritual you have mastered of your level or lower.
Bloodline
Rituals, Vistani Heritage
Prerequisites: Vistani Heritage feat
Benefit: You can master and perform divination rituals and scrying rituals as though you had the Ritual Caster feat.
Also, once per day, you can ignore the component cost of a divination ritual or scrying ritual you have mastered of your level or lower.
Bloodline
Rituals, Vistani Heritage
Prerequisites: Vistani Heritage feat
Benefit: You can master and perform deception rituals as though you had the Ritual Caster feat.
Also, once per day, you can ignore the component cost of a deception ritual you have mastered of your level or lower.
Class, Power Recovery, Second Wind, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: Once per encounter, when you use your wild shape class power, you can choose to regain your second wind if you have already used it during this encounter.
Class, Healing, Racial, Second Wind, Support
Prerequisites: Half-elf race, Leader role
Benefit: Any ally who can see and hear you when they use their second wind adds your Charisma modifier to the hit points he or she regains.
Class, Perception, Skill Enhancement
Prerequisites: Monk class
Benefit: You never take a penalty to Perception check checks for being blinded, deafened, or sleeping.
Class, Teleportation
Prerequisites: Bard class
Benefit: Whenever you use an arcane power that slides a creature, you can choose to teleport that creature the same distance instead. If the slide had a limitation where you had to slide the creature, the same limitation applies to the teleport.
Illusion, Racial
Prerequisites: Satyr race
Benefit: During a short rest, you can change your appearance to that of a human, eladrin, or elf. Your face and build remain recoqnizably yours, but you otherwise appear to be a member of the chosen rage. This is an Illusion effect, and lasts until you die or end it as a minor acction.
Class, Mobility
Prerequisites: Assassin class
Benefit: While you are insubstantial, you are also phasing.
Multiclass
Concealment, Multiclass Warlock
Prerequisites: any Warlock multiclass feat, Warlock paragon multiclass
Benefit: You gain the Warlock feature Shadow Walk.
Team
Mobility, Skill Enhancement, Teamwork
Benefit: You gain a +2 feat bonus to Athletics checks.
Also, whenever an ally in your team successfully aids another your Athletics check and that ally either has this feat or has the Skill Focus feat with Athletics, you gain a +4 bonus instead of the normal +2 bonus.
In addition, when you aid another an ally in your team on an Athletics check to perform the same action you performed or are performing, you grant the ally a +4 bonus on a success, and don't impose a -1 penalty on a failure.
Attack Bonus, Implement Specialization
Benefit: When you make an Implement attack using a wand you have proficiency with, you ignore partial cover, and treat superior cover as partial cover.
Action Point, Class, Damage Resistance, Support
Prerequisites: Tiefling race, Warlord class, Commanding Presence feature, warlord's aura class power
Benefit: When an ally in your warlord's aura spends an action point, he or she gains resist fire and resist poison until the end of his or her next turn. These resists equal 5 + one-half your level.
Teamwork, Implement Specialization, Weapon Specialization
Prerequisites: any arcane class
Benefit: When you make an arcane attack using a Light Blade or Heavy Blade and you have proficiency with that weapon or implement (as appropriate to the attack), you have a -5 penalty to attack rolls against your allies.
Forced Movement, Implement Specialization
Benefit: When you make an arcane close attack, before resolving the attack, you can slide one creature adjacent to you to a different space adjacent to you. You can slide it up to 1 square.
This increases to slide up to 2 squares at 11th level, and to up to 3 squares at 21st level.
If you slide an ally, you can slide him or her 1 additional square.
Class, Teamwork
Prerequisites: any arcane class
Benefit: Your arcane attacks have a -5 penalty to attack rolls against your allies, and deal only half damage to allies.
Class, Damage Bonus, Miss Mitigation, Power Enhancement
Prerequisites: any martial class; Constitution 13 or Warforged race
Benefit: You gain the following benefits with martial at-will attacks:
► If the attack deals damage on a miss, you deal +1 additional damage on a miss. This increases to +2 at 11th level, and to +3 at 21st level.
► If the attack allows you to shift, you can choose to instead gain a +1 bonus to the damage roll for each square you could've shifted.
Multiclass
Multiclass Warden, Saving Throws
Prerequisites: Defender of the Wild feat
Benefit: Once per encounter, you can make a saving throw against one effect that a save can end at the start of your turn. On a save, the effect immediately ends without affecting you on your current turn. On a failed save, you can still make a saving throw against the effect at the end of your turn normally.
Class, Defense, Support, Triggered
Prerequisites: Invoker class, Covenant of Preservation feature
Benefit: When you use your Covenant Manifestation to slide an ally, no enemy can gain combat advantage against that ally until the end of your next turn.
Class, Defense
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: You gain a +2 bonus to all defenses against creatures under your curse.
Defense, Shield, Support
Prerequisites: proficiency with any shield
Benefit: When you use total defense and are using a shield, you activate an Aura 1 until the start of your next turn. The aura immediately ends if you are no longer using a shield.
Allies in the aura have a +2 bonus to AC and Reflex.
Rituals, Skill Enhancement, Traps
Prerequisites: Ritual Caster feat, any two warding rituals
Benefit: You gain a +2 bonus to Perception checks when actively searching for traps or hazards, and a +2 bonus to Arcana checks and Thievery checks to disable a trap or hazard.
Also, you gain a +2 bonus to skill checks you make as part of a warding ritual, and to your skill check modifier for other uses (such as DCs) for warding rituals.
In addition, once per day, you can ignore the component cost of a warding ritual of your level or lower that you have mastered.
Defense, Power Enhancement, Racial
Prerequisites: Shardmind race, shard swarm racial power
Benefit: When you use your shard swarm racial power, you gain a +2 bonus to all defenses until the end of your next turn.
Class, Defense, Shield, Support
Prerequisites: Paladin class or Cleric class; proficiency with any shield
Benefit: When you are using a shield that you have proficiency with, allies adjacent to you have a +2 bonus to Reflex.
Class, Defense, Mobility, Shield, Support
Prerequisites: Wisdom 13, any martial class, proficiency with any shield
Benefit: While you are using a shield you have proficiency with, you gain the following benefits with martial at-will attacks:
► If the attack pushes, you can choose not push the target. If you do, choose one ally adjacent to you. That ally gains a +2 bonus to AC until the start of your next turn or until the ally is no longer adjacent to you, whichever comes first.
► If the attack allows you to move, you can shift half the distance instead.
Class, Damage Resistance, Support
Prerequisites: Sorcerer class, Spell Source feature
Benefit: While adjacent to you, your allies gain any resistance you gain from your Spell Source class feature.
Class, Power Enhanement, Racial, Saving Throws, Support
Prerequisites: Warforged race, warforged resolve racial power, Paladin class
Benefit: When you use your warforged resolve racial power, each ally within 5 squares of you can make a saving throw against one effect that deals ongoing damage.
Class, Power Enhancement, Racial, Saving Throws, Support, Temporary Hit Points
Prerequisites: Warforged race, warforged resolve racial power, any divine class
Benefit: When you use your warforged resolve racial power, one ally adjacent to you gains temporary hit points equal to your Constitution modifier (minimum 0) and can make a saving throw against one effect that deals ongoing damage.
The temporary hit points increase to 3 + your Constitution modifier at 11th level, and to 6 + your Constitution modifier at 21st level.
Class, Condition Infliction, Mobility, Racial, Reactive Strikes
Prerequisites: Warforged race, Fighter class, Approach to Opportunities feature
Benefit: You gain a benefit depending on the choice you made for your Approach to Opportunities class feature:
Combat Agility: You can shift 1 additional square as part of this attack. If a move triggered the attack, you can use your combat agility class power as an opportunity interrupt instead of opportunity reaction. If you do, you follow the triggering creature, shifting into each square it leaves, up to the number of squares you can shift. You make your melee basic attack the target has finished its full move, if it is still within your reach.
Combat Superiority: You also knock the target prone on a hit.
Attack Bonus, Racial, Teamwork
Prerequisites: Warforged race
Benefit: You gain a +1 bonus to melee attack rolls against an enemy that is adjacent to an ally.
Class, Critical, Implement Specialization
Prerequisites: Charisma 23, Warlock class; any two of Constitution 15, Dexterity 15 or Intelligence 15
Benefit: When you wield a warlock implement while using an arcane power, you can score a critical hit on a natural roll of 19 or 20.
Bloodline
Class, Damage Bonus, Power Enhancement, Vistani Heritage
Prerequisites: Warlock class, Warlock's Curse feature, Vistani Heritage feat
Benefit: When you hit with your evil eye of the Vistani bloodline power, you can deal your additional curse damage to the target even if you have dealt the curse damage this turn, and this does not count as dealing your curse damage this turn.
Attack Bonus, Class
Prerequisites: Warlock class, Warlock's Curse feature
Benefit: You don't take the -2 penalty to attack rolls from cover or concealment against targets under your curse.
Class, Damage Bonus, Defense, Fire, Power Repertoire, Racial
Prerequisites: Tiefling race, infernal wrath racial power, Warlock class, Warlock's Curse feature
Benefit: The extra damage dice from your Warlock's Curse class feature increase from d6 to d8.
Also, you replace your infernal wrath racial power with the warlock's wrath racial power.
Tiefling
Utility
Warlock's Wrath
EncounterMinor Action
Arcane magic roars from you in a fiery storm, creating a vortex of energy around you
Arcane, Fire
Personal
Effect: Until the end of your next turn, you gain the following benefits:
► You gain a bonus to all defenses equal to 1 + one-half your Charisma modifier (minimum +2 bonus).
► Each enemy that makes an attack against you takes fire damage after the attack has been resolved. The fire damage equals one-half your level + your [Constitution or Intelligence] modifier.
Attack Bonus, Class, Defense, Skill Enhancement, Support
Prerequisites: Intelligence 15, Charisma 15, Warlord class
Benefit: When you use the aid another, aid attack or aid defense action, you can target or choose two allies.
Class, Defense, Support
Prerequisites: Druid class, Primal Guardian feature
Benefit: While adjacent to you, allies do not grant combat advantage for being flanked.
Charge, Class, Mobility, Racial, Support
Prerequisites: Half-orc race, Warlord class, Combat Leader feature
Benefit: An ally that starts his or her turn within 5 squares of you and can see or hear you gains a +2 bonus to speed when charging until the end of his or her current turn. This bonus also applies when you allow an ally within 5 squares of you to charge.
Multiclass
Damage Bonus, Multiclass Ranger, Power Repertoire, Skill Training
Prerequisites: Dexterity 13
Benefit: You gain training in one skill from the ranger's class skill list.
Also, you gain the initiate's quarry class power. This counts as the designate quarry Ranger class power, and you count as having the Hunter's Quarry class feature.
Ranger
Utility
Initiate's Quarry
EncounterMinor Action
You focus your attention on a single foe for a moment
Martial
Using this power does not trigger reactive strikes
Target: Ranged sight (the enemy closest to you that you can see)
Effect: The target becomes your quarry until the end of your next turn or until it is reduced to 0 hit points or fewer, whichever comes first.
Power Enhancement, Racial, Saving Throws, Support
Prerequisites: Hobgoblin race, hobgoblin discipline racial power
Benefit: You can use your hobgoblin discipline racial power as a free action with the following target and effect:
Target: Melee 1 (one ally adjacent to you)
Effect: The target makes a saving throw to end an effect that a save can end.
Class, Initiative, Perception, Skill Enhancement
Prerequisites: Fighter class
Benefit: You can use your Wisdom modifier instead of your Dexterity modifier when you make an Initiative check.
Also, you gain a +2 feat bonus to Insight checks and Perception checks.
Initiative, Perception, Skill Enhancement
Prerequisites: trained in Nature
Benefit: You gain a +2 feat bonus to Initiative checks, Nature checks, and Perception checks.
Class, Perception, Skill Enhancement, Support
Prerequisites: Shaman class, Watcher Spirit feature
Benefit: While adjacent to your spirit companion, your allies have a +2 bonus to Insight checks and Perception checks.
Attack Bonus, Class, Reactive Strikes, Shapechange, Teamwork
Prerequisites: Druid class, Primal Guardian feature, wild shape class power
Benefit: While you are in beast form, you and each ally adjacent to you have a +2 bonus to attack rolls with reactive strikes.
Team
Perception, Skill Enhancement, Teamwork
Benefit: You gain a +2 feat bonus to Perception checks.
This bonus increases by +1 for each member of your team within 10 squares who is trained in Perception or has this feat. The maximum total bonus from this feat is +5.
Attack Bonus, Defense
Benefit: When you take the total defense action, you also gain a +1 bonus to all attack rolls until the end of your next turn.
Class, Critical, Damage Bonus, Unarmed Combat
Prerequisites: Monk class
Benefit: When you score a critical hit using your Monk Unarmed Strike, the target loses any resists it might have. This lasts until the end of your next turn.
Healing Surge, Racial, Saving Throws, Support, Telepathy
Prerequisites: Shardmind race, Telepathy trait
Benefit: When you spend a healing surge, each ally within your telepathy range can make a saving throw to end one effect that a save can end.
Class, Damage Resistance, Mark Punishment
Prerequisites: Paladin class, divine challenge class power
Benefit: If the target under your Divine Sanction from your divine challenge class power takes the damage from your sanction, it is also weakened for the triggering attack.
Damage Bonus, Weapon Specialization
Benefit: Choose a weapon group, such as Spear or Heavy Blade. You gain a +1 feat bonus to damage rolls with Weapon attacks you make using a weapon from that group.
This bonus increases to +2 at 11th level, and to +3 at 21st level.
Special: You can take this feat more than once. Each time you select this feat, choose a different weapon group.
Class, Damage Bonus, Weapon Specialization
Prerequisites: any martial class, Weapon Focus feat
Benefit: You gain the benefits of the Weapon Focus feat with all weapons you have proficiency with.
Proficiency Gain
Benefit: You gain proficiency in one of the following of your choice:
► All simple weapons.
► All simple and martial weapons of a weapon group of your choice.
► A single weapon of your choice.
Special: You can take this feat more than once. Each time you select this feat, choose one of the above options.
Condition Infliction, Critical, Mobility Hindrance, Racial, Reactive Strike
Prerequisites: Drow race, Lolthtouched trait
Benefit: When you score a critical hit with a reactive strike, the target is immobilized (save ends).
Class, Saving Throws, Support
Prerequisites: Warden class, Font of Life feature
Benefit: When you succeed on a saving throw granted by your Font of Life class feature, each ally adjacent to you gains a +1 bonus to saving throws until the start of your next turn.
Multiclass
Attack Penalty, Multiclass Whip, Power Repertoire, Proficiency Gain, Weapon Specialization
Prerequisites: Dexterity 13
Benefit: You gain proficiency with the whip.
Also, once on each of your turns, when you hit an enemy with a Weapon attack using the whip, you can choose one creature. The enemy takes a -2 penalty to attack rolls against the chosen creature until the end of your next turn.
You can learn any of the following powers as multiclass powers of the indicated level.
Whip
Attack 3
Whip Snare
EncounterStandard Action
With a deft flick of the wrist, you coil your whip around your foe's limb, giving you some control of where that enemy goes - down or toward you
Martial, Weapon
Requirement: You must be wielding a whip.
Attack: Melee weapon +1 reach (one creature)
Dexterity vs. Reflex
Hit: 2[W] + Dexterity modifier damage, and you either knock the target prone or pull it up to 2 squares.
Level 17: If you know this power as an encounter attack power of 17th level or higher, the damage increases to 4[W] + Dexterity modifier.
Miss: Your Dexterity modifier + your weapon's enhancement bonus damage, and you can pull the target up to half the distance.
Level 17: If you know this power as an encounter attack power of 17th level or higher, the damage increases to 4 + your Dexterity modifier + your weapon's enhancement bonus.
Whip
Utility 6
Whip Crack
At-WillMove Action
You snap your whip, warning your enemy to not move carelessly
Martial, Weapon
Requirement: You must be wielding a whip.
Personal
Effect: Until the start of your next turn, you can make reactive strikes against enemies within your reach instead of just adjacent to you when they are not triggered by movement.
Whip
Attack 9
Entangling Whip
DailyStandard
Your whip is like an extension of you, coiling around your enemy so you can drag that foe wherever you like
Martial, Weapon
Requirement: You must be wielding a whip.
Attack: Melee weapon (one creature)
Dexterity vs. Reflex
Hit: 5[W] + Dexterity modifier damage, and the target takes a -5 penalty to escape from the grab.
Miss: Half damage.
Effect: You grab the target (until escape).
You can sustain the grab as long as the target is within 2 squares of you. The grab immediately ends if you make an attack with the whip. While you have the target grabbed, you can use the following action at-will:
Minor Action: You pull the target 1 square.
Class, Defense, Triggered
Prerequisites: Monk class, iron soul flurry of blows class power
Benefit: When you use your iron soul flurry of blows class power, you gain a +1 bonus to all defenses against each target.
Class, Damage Bonus, Power Enhancement
Prerequisites: Rogue class, Sneak Attack feature
Benefit: Choose one rogue encounter attack that you know.
If you have not dealt your Sneak Attack damage for the turn, you can deal your Sneak Attack damage to each target of the chosen attack. You must still have combat advantage against a given target, and a given target can only take Sneak Attack damage once from the attack, even if you make multiple attacks against the same target as part of the power.
Special: Each time you gain a level, you can choose a different rogue encounter attack power to gain this feat's benefits instead of the power currently benefiting from it.
Class, Damage Bonus, Triggered
Prerequisites: Barbarian class
Benefit: When an enemy that is adjacent to you recharges a power, you gain a +2 bonus to all damage rolls against that enemy until the end of your next turn.
This bonus increases to +4 at 11th level, and to +6 at 21st level.
Background, Class, Defense
Prerequisites: any arcane class
Benefit: When you hit an enemy with an arcane at-will attack power, you gain a +1 bonus to all defenses against that enemy until the start of your next turn.
Background, Class, Defense Penalty
Prerequisites: any arcane class
Benefit: When you hit an enemy with an arcane at-will attack power, that enemy takes a -1 penalty to the defense that was targeted until the end of your next turn.
Background, Class, Mobility
Prerequisites: any arcane class
Benefit: When you hit an enemy with an arcane at-will attack power on your turn, you can shift 1 square as a minor action until the end of that turn.
If you have the White Lotus Master Evasion feat, this increases to shift up to 2 squares.
Background, Class, Mobility Hindrance
Prerequisites: any arcane class
Benefit: When you hit an enemy with an arcane at-will attack power, that enemy treats squares adjacent to you as difficult terrain until the end of your next turn.
Background, Class, Mobility
Prerequisites: any arcane class, White Lotus Evasion feat
Benefit: When you hit an enemy with an arcane at-will attack power, you can shift 1 square as either a free interrupt or free reaction, and you gain a +1 power bonus to speed until the end of your current turn. You can only take this action once for each arcane at-will attack you make, even if the attack hits more than one creature.
Background, Class, Mobility Hindrance, Support
Prerequisites: any arcane class, White Lotus Hindrance feat
Benefit: When you hit an enemy with an arcane at-will attack power, choose one ally you can see. The enemy treats all squares adjacent to the chosen ally as difficult terrain until the end of your next turn.
Background, Class, Extra Attack, Triggered
Prerequisites: any arcane class, White Lotus Riposte feat
Benefit: You can use the following action instead of automatically dealing damage to an enemy subject to your riposte:
Immediate Reaction: Trigger: An enemy subject to your riposte and not marked by you targets you with an attack; You make the same arcane at-will attack against the triggering enemy as you used to make it subject to your riposte. Even if the attack normally targets other creatures, you only target the triggering enemy, and any zone normally created by the attack only lasts until the attack has been resolved.
Background, Class, Damage Bonus, Triggered
Prerequisites: any arcane class
Benefit: When you hit an enemy with an arcane at-will attack power, it is subject to your riposte until the start of your next turn.
If the enemy makes an attack against you while subject to your riposte, it takes damage after its attack has been resolved. The damage is of the same type as was dealt by your arcane at-will attack, and the damage equals the ability modifier you used for the damage + the enhancement bonus of the weapon or implement you used. If the enemy is marked by you, halve this damage.
Class, Damage Resistance
Prerequisites: Deva race, Astral Resistance trait, Shaman class, Spirit Companion feature
Benefit: Your spirit companion gains the resistances granted by your Astral Resistance racial trait.
Class, Critical, Damage Bonus, Weapon Specialization
Prerequisites: any martial class
Benefit: When you make a melee basic attack using a Heavy Blade you have proficiency with, you treat the weapon as having the High Crit weapon property.
Defense
Prerequisites: Wisdom 15 or Charisma 15
Benefit: You gain a +2 feat bonus to Will.
Also, you can use the following action at-will:
Immediate Interrupt: Trigger: An enemy targets you with an attack against your Will; You take damage equal to 5 + one-half the level of the triggering enemy, and choose one ally adjacent to you that is not a target of the triggering attack. The triggering attack targets the chosen ally instead of you, even if the chosen ally would be outside the attack's range or area of effect.
Class
Prerequisites: Ardent class, Ardent Mantle feature
Benefit: The aura granted by your Ardent Mantle class feature increases to an Aura 10.
Class, Combat Advantage, Power Enhancement, Racial
Prerequisites: Genasi race, firepulse racial power, Rogue class
Benefit: If you have combat advantage against the target of your firepulse racial trait, that power ignores any resist fire and immune fire the target has.
Multiclass
Mark Punishment, Multiclass Battlemind, Power Repertoire
Prerequisites: Demanding Talent feat
Benefit: You gain the blurred step Battlemind class power as a n encounter power.
Class, Weapon Specialization
Prerequisites: Sorcerer class, Wild Magic feature, Sorcerous Blade Channeling feat
Benefit: When you make an attack using Sorcerous Blade channeling and that power has a variable damage type, you can roll twice and use either result.
Attack Bonus, Class, Forced Movement, Shapechange
Prerequisites: Druid class, wild shape class power
Benefit: While you are in beast form, you gain a +2 feat bonus to attack rolls with bull rush, and you can bull rush a target of any size.
Class, Power Enhancement, Racial, Shapechange
Prerequisites: Half-elf race, Dilettante trait, Druid class, wild shape power
Benefit: You can choose to treat the power you gained form your Dilettante racial trait as having the Beast Form keyword.
Bloodline
Class, Damage Bonus, Power Enhancement, Vistani Heritage
Prerequisites: Sorcerer class, Wild Magic feature, Vistani Heritage feat
Benefit: When you hit with your evil eye of the Vistani bloodline power, you also deal damage to the target. The damage is of the same type as your current Wild Soul damage, and is equal to your Chaos Power damage bonus.
Rituals, Skill Enhancement
Prerequisites: trained in Nature
Benefit: You gain a +5 feat bonus to knowledge checks using Nature, and to all monster knowledge checks to identify a natural creature.
Also, choose one of the following rituals: dowsing rod, portend weather, or traveler's camouflage. You master that ritual and can perform it once per day without a ritual book and without expending components.
Multiclass
Multiclass Battlemind, Power Repertoire
Prerequisites: any Battlemind multiclass feat, Battlemind paragon multiclass
Benefit: Choose either Battle Resilience, Persistent Harrier, Speed of Thought, or Wild Focus.
You gain the power associated with your choice as a daily power.
Initiative, Perception, Skill Enhancement
Prerequisites: Shifter race
Benefit: Whenever you make a Perception check to find or follow tracks, you can roll twice and use the higher result.
Also, you gain a +3 feat bonus to initiative checks.
Class, Damage Bonus
Prerequisites: Sorcerer class, Wild Magic feature
Benefit: Whenever you hit an enemy with a sorcerer at-will attack power, after the attack has been resolved, each enemy adjacent to you takes damage equal to your Dexterity modifier + your implement's enhancement bonus.
Class, Second Wind, Shapechange
Prerequisites: Druid class, wild shape power
Benefit: When you use your wild shape class power to change from beast form to humanoid form, you can use your second wind as a free reaction.
Power Repertoire
Benefit: You gain three wild talent powers.
Class, Mobility, Triggered
Prerequisites: Bard class, Bardic Feature feature
Benefit: When the action granted by your Bardic Virtue class feature is triggered, you can shift 1 square after the triggering action has been resolved.
This increases to shift up to 2 squares at 21st level.
Class, Damage Bonus, Power Enhancement, Racial
Prerequisites: Elf race, elven accuracy racial power, Invoker class, Covenant of Wrath feature
Benefit: When you use your elven accuracy power to reroll the attack roll for an invoker encounter attack or invoker daily attack power, you deal +4 additional damage to any target you hit with the reroll.
This additional damage increases to +6 at 11th level, and to +8 at 21st level.
Class, Mobility, Second Wind
Prerequisites: Warden class, Wildblood Might feature
Benefit: When you use your second wind, you can shift a number of squares equal to your Wisdom modifier as a free reaction.
Class, Damage Bonus, Mark Punishment, Second Wind
Prerequisites: Warden class, Wildblood feature
Benefit: When you use your second wind, until the end of your next turn, you gain a bonus to damage rolls against enemies marked by you. The bonus equals your Wisdom modifier.
Class, Extra Attack, Mark Punishment, Second Wind
Prerequisites: Warden class, Wildblood feature
Benefit: When you use your second wind, if an enemy marked by you makes an attack before the start of your next turn and that attack doesn't include you as a target, you can make a melee basic attack against that enemy as a free action during your next turn.
Class, Mark Punishment, Mobility
Prerequisites: Warden class, Wildblood feature
Benefit: When an enemy marked by you makes an attack that doesn't include you as a target, you can shift a number of squares equal to your Wisdom modifier as a free reaction.
Mobility, Power Enhancement, Racial
Prerequisites: Wilden race, Nature's Aspect trait
Benefit: When you use a power granted by your Nature's Aspect racial trait, until the end of your next turn, you can ignore difficult terrain when you shift.
Cover, Skill Enhancement
Benefit: You gain a +2 feat bonus to Acrobatics checks and Athletics checks.
Also, when you are in a square of difficult terrain, you gain cover against ranged attacks if the attacker is more than 2 squares away from you.
Initiative, Skill Enhancement, Stealth, Perception
Prerequisites: trained in Nature and trained in Stealth
Benefit: You gain a +2 feat bonus to Perception checks.
Also, if you are outdoors and have any cover or concealment when you make an initiative check, you can make a Stealth check to become hidden as a free reaction.
Class, Second Wind, Support
Prerequisites: Ardent class, Ardent Mantle feature
Benefit: When you use your second wind, choose one ally in the aura granted by your Ardent Mantle class feature. The chosen ally can use his or her second wind as a free reaction.
Racial, Second Wind, Teleportation
Prerequisites: Githzerai race, Shifting Fortunes trait
Benefit: When you use your Shifting Fortunes racial trait, you can choose to teleport instead of shifting. You teleport the same distance you would have shifted.
Elemental Nature, Mobility, Second Wind
Prerequisites: Born of the Elements feat
Benefit: You take only half damage from falling.
Also, when you use your second wind, you can fly up to 2 squares as a free reaction.
Dying, Mobility, Racial
Prerequisites: Deva race, Upright Revival feat
Benefit: When you use the action granted by your Upright Revival feat, you can choose to fly up to a number of squares equal to your speed instead of shifting.
Mobility, Skill Enhancement
Benefit: You gain a +5 feat bonus to Endurance checks to resist the effects of cold weather and similar checks, and a +5 feat bonus to Acrobatics checks made to balance on icy surfaces.
Special: If you take this feat as a paragon feat, you also gain ice walk, meaning you ignore difficult terrain caused by ice and snow.
Damage Resistance, Racial, Saving Throws
Prerequisites: Shadar-kai race
Benefit: You gain resist 5 cold and a +5 feat bonus to ongoing cold damage.
The resistance increases to resist 10 at 11th level, and to resist 15 at 21st level.
Bloodline
Mobility Hindrance, Racial, Triggered, Winterkin Heritage
Prerequisites: Eladrin race, Winterkin Heritage feat
Benefit: While you are not bloodied, any enemy that hits you with a melee attack is slowed until the end of its next turn.
Bloodline
Power Enhancement, Racial, Teleportation, Winterkin Heritage
Prerequisites: Eladrin race, Winterkin Heritage feat
Benefit: Increase the maximum distance you can teleport with your winter's shroud heritage power by your [Dexterity or Intelligence] modifier.
Bloodline
Damage Resistance, Power Repertoire, Racial, Teleportation, Winterkin Heritage
Prerequisites: Eladrin race
Benefit: You gain resist cold equal to 5 + one-half your level.
Also, you gain the winter's shroud heritage power.
Winterkin
Utility
Winter's Shroud
EncounterImmediate Reaction
When an enemy's attack falls, snow swirls around you to whisk you to safety
Arcane, Teleportation
Trigger:  An enemy damages you with an attack
Personal
Effect:  You teleport 3 squares and gain concealment until the start of the triggering enemy's next turn.
Cold, Combat Advantage
Benefit: When you make a Cold attack against a creature that has vulnerable cold, you gain combat advantage on that attack.
Class, Combat Advantage, Fear, Power Enhancement
Prerequisites: Barbarian class, roar of triumph class power
Benefit: Whenever you use your roar of triumph class power, you can choose for each target to grant combat advantage instead of taking the -2 penalty to all defenses. You make this choice separately for each target.
Class, Critical, Implement Specialization
Prerequisites: Intelligence 23, Wizard class; any two of Constitution 15, Dexterity 15, Wisdom 15 or Charisma 15
Benefit: When you wield a wizard implement while using an arcane power, you can score a critical hit on a natural roll of 19 or 20.
Bloodied Enemy, Class, Combat Advantage, Fire, Racial, Power Repertoire
Prerequisites: Tiefling race, Bloodhunt trait, infernal wrath racial power, Wizard class
Benefit: Your arcane attacks ignore any resist fire the target has if it is bloodied, or treat a bloodied target that has immune fire as having resist fire equal to 10 + its level instead.
Also, you can choose to replace your infernal wrath racial power with the wizard's wrath racial power.
Tiefling
Wizard's Wrath
EncounterMinor Action
You funnel your anger into your magic, spawning a roaring vortex of raw power that batters your enemies, ruining their defenses
Arcane, Zone
Area burst 1 within 10 squares
Effect: The burst creates a zone of arcane energy until the end of your next turn.
You gain combat advantage against targets that are in the zone. Your attacks ignore any resist that targets in the zone have, or treat a target in the zone that has immune to a type of damage as having resist equal to 10 + its level against that damage type instead.
Background, Bloodied, Damage Resistance, Defense, Power Repertoire, Racial, Wolfstone Heritage
Prerequisites: Human race
Benefit: You gain a +2 feat bonus to Athletics checks.
Also, you gain the unrelenting mountain bloodline power.
Wolfstone
Unrelenting Mountain
DailyMinor Action
You stand tough like the eternal fortress lands of Wolfstone, refusing to bend or break in the face of an enemy
Stance
Personal
Effect: You enter the Unrelenting Mountain stance.
Until the stance ends, you gain the following benefits:
► You reduce the maximum distance an enemy can push, pull, or slide you by 2 squares.
► While you are bloodied, you gain resist 5 all and cannot be knocked prone.
Action Point, Bloodied, Damage Bonus, Power Repertoire, Racial, Wolfstone Heritage
Prerequisites: Human race, Wolfstone Heritage feat
Benefit: When you spend an action point to take an extra action while you are bloodied, and use that extra action to make a melee attack or ranged attack, the attack deals an 1d6 additional damage.
Also, you can swap one of your 1st-level at-will attack powers for the wolfstone frenzy bloodline attack power.
Woldstone
Attack 1
Wolfstone Frenzy
At-WillStandard Action
Your anger tears free from your throat in a blood-curdling howl as you bring your weapon down in a savage chop
Martial, Weapon
Attack: Melee weapon (one creature)
Your highest ability vs. AC
Hit: 1[W] + your highest ability modifier damage, and you push each creature adjacent to you (and the target, if it is not adjacent to you) up to 1 square.
Miss: You push the target up to 1 square.
Attack Bonus, Power Enhancement, Racial, Skill Enhancement
Prerequisites: Eladrin race, fey step racial power
Benefit: When you use your fey step racial power, you can use the following action once before the end of your current turn:
Free Interrupt: Trigger: You make an attack roll and dislike the result; You reroll the triggering attack roll and use the second result, even if it is lower.
Class, Healing
Prerequisites: Cleric class with healing word class power or Warlord class with draw inspiration class power
Benefit: The target of your healing word class power or the character using your draw inspiration class power regains additional hit points equal to the number of enemies adjacent to him or her.
The additional hit points regained inscrease to be equal to 1,5 times the number of adjacent enemies at 11th level, and to be equal to twice the number of adjacent enemies at 21st level.
Class, Power Enhancement, Skill Enhancement
Prerequisites: Bard class, words of friendship class power, trained in Intimidate
Benefit: When you use your words of friendship class power, you can choose to apply the power bonus to an Intimidate check instead of a Diplomacy check.
Class, Mobility, Teamwork
Prerequisites: Shaman class, World Speaker Spirit feature
Benefit: You and your allies can ignore difficult terrain that is adjacent to your spirit companion.
Channel Divinity, Class, Damage Bonus, Racial, Size-based
Prerequisites: Dwarf race, Invoker class, armor of wrath Channel Divinity power
Benefit: When you use your armor of wrath Channel Divinity power against an enemy larger than you, add your Wisdom modifier to the damage dealt by the power.
This additional damage increases to 3 + your Wisdom modifier at 11th level, and to 6 + your Wisdom modifier at 21st level.
Class, Dying, Extra Attack
Prerequisites: Runepriest class, Wrathful Hammer feature
Benefit: When you drop to 0 hit points or fewer, you can use an immediate interrupt to make a melee basic attack with a +2 bonus to the attack roll.
If your hit points dropped due to a creature's attack and you target that creature with this attack, you also gain a +2 bonus to the damage rolls.
This bonus to damage increases to +5 at 21st level.
Basic Attack, Class, Damage Bonus, Marking, Mark Punishment, Power Repertoire, Racial
Prerequisites: Tiefling race, Paladin class, Hand of the Cause feature
Benefit: You gain a +1 bonus to damage rolls with melee basic attack against creatures under your Divine Sanction.
This bonus to damage increases to +2 at 11th level, and to +3 at 21st level.
Also, you can choose to replace your infernal wrath racial power with the paladin's wrath racial power.
Tiefling
Utility
Paladin's Wrath
EncounterMinor Action
You stand against your foes, unleashing a howling battle cry that seems to howl from the depths of Hell
Divine
Target:  Close burst 5  (each enemy in the burst)
Effect:  The target is subject to your Divine Sanction until the end of your next turn.
Action Point, Class, Marking, Racial
Prerequisites: Human race, Warden class, Nature's Wrath feature
Benefit: When you spend an action point to take an extra action, if you have already used your Nature's Wrath class feature during your current turn, you can use it a second time before the end of your turn.
Channel Divinity, Class, Condition Infliction, Power Enhancement, Racial
Prerequisites: Goliath race, Invoker class, armor of wrath Channel Divinity power
Benefit: When you use your armor of wrath Channel Divinity power, you can choose to knock the target prone after pushing it.
Channel Divinity, Class, Damage Bonus, Power Enhancement
Prerequisites: Wisdom 15, Paladin class, divine strength Channel Divinity power
Benefit: The bonus to damage granted by your divine strength channel divinity power increases by +2.
This increase becomes +4 at 21st level.
Attack Bonus, Class, Power Enhancement, Racial
Prerequisites: Tiefling race, Ranger class, Hunter's Quarry feature, infernal wrath racial power
Benefit: If you use your infernal wrath racial power against your quarry, you gain a +3 power bonus to attack rolls against the target for the first attack you make against it before the end of your next turn.
Bloodline
Bloodied, Forgeborn Heritage, Power Recovery, Racial
Prerequisites: Dwarf race, Forgeborn Heritage feat
Benefit: The first time in an encounter that you are bloodied, you regain the use of your elemental legacy power.
Class, Miss Mitigation, Racial, Power Enhancement
Prerequisites: Tiefling race, any arcane class, infernal wrath racial power
Benefit: You can use your infernal wrath racial power with the following trigger instead of the usual one:
Trigger: You miss a creature within 10 squares of you with an arcane attack power
Channel Divinity, Class, Power Enhancement
Prerequisites: Invoker class, armor of wrath Channel Divinity power
Benefit: When you use your armor of wrath Channel Divinity power, you can target any one additional enemy in the burst.
Channel Divinity, Class, Defense, Power Enhancement
Prerequisites: Invoker class, armor of wrath Channel Divinity power
Benefit: When you use your armor of wrath Channel Divinity power, you gain a +1 bonus to all defenses until the end of your next turn.
Class, Healing, Second Wind
Prerequisites: Barbarian class, Thaneborn Triumph feature
Benefit: When you use your second wind while raging, you regain additional hit points equal to your Charisma modifier.
These additional hit points increase to 3 + your Charisma modifier at 11th level, and to 6 + your Charisma modifier at 21st level.
Bloodline
Forgeborn Heritage, Racial, Second Wind, Temporary Hit Points
Prerequisites: Dwarf race, Forgeborn Heritage feat
Benefit: When you use your second wind, you also gain temporary hit points equal to one-half your healing surge value.
Multiclass
Damage Bonus, Healing Surge, Multiclass Fighter, Triggered
Prerequisites: Strength 13 or Constitution 13
Benefit: Once per encounter when you spend a healing surge, you gain a +1 bonus to the first melee or close Weapon damage roll you make before the end of your next turn.
This bonus damage increases to +2 at 11th level, and to +3 at 21st level.
Channel Divinity, Class, Forced Movement, Power Enhancement
Prerequisites: Avenger class, abjure undead Channel Divinity power
Benefit: When you hit with your abjure undead Channel Divinity power, you can slide the target instead of pulling it, but the target must end the forced movement closes to you than where it began.
Class, Damage Bonus, Grapple, Miss Mitigation
Prerequisites: Fighter class, Brawler Training feature
Benefit: Whenever you miss an enemy with a grab or an attack that would let you grab the target on a hit, you deal damage equal to your Dexterity modifier.
This damage increases to 3 + your Dexterity modifier at 11th level, and to 6 + your Dexterity modifier at 21st level.
Damage Bonus, Power Enhancement, Racial, Triggered
Prerequisites: Goblin race, goblin tactics racial power
Benefit: When you use your goblin tactics racial power in response to an adjacent enemy's attack, the enemy takes 1d4 damage before your shift.
This damage increases to 2d4 at 11th level, and to 3d4 at 21st level.
Background, Damage Bonus, Proficiency Gain, Racial
Prerequisites: Drow race
Benefit: You gain proficiency with the drow long knife and the Xen'drik boomerang.
Also, you gain a +2 feat bonus to damage with these weapons.
The bonus to damage increases to +3 at 11th level, and to +4 at 21st level.
Pact
Class, Condition Infliction, Mobility Hindrance, Power Enhancement, Skill Enhancement
Prerequisites: Warlock class, Sorcerer-King Pact feature
Benefit: You gain a +2 feat bonus to History checks.
Also, when you enhance your hand of blight attack power with your Fell Might, you can choose to immobilize the target instead of dealing the additional damage from enhancing normally. The target is immobilized until the end of your next turn.
Class, Damage Bonus, Ongoing Damage, Poison
Prerequisites: Warlock class, Dark Pact feature
Benefit: When you damage a creature with a Warlock attack power while that creature is taking ongoing damage, the attack deals 2 extra poison damage.
This extra damage increases to 4 at 11th level, and to 6 at 21st level.
Background, Languages, Saving Throws, Skill Enhancement
Prerequisites: Aglarond background
Benefit: You can speak, read, and write elven. If you already know elven, choose giant or goblin instead.
Also, you gain a +2 feat bonus to Arcana checks.
In addition, you gain a +2 bonus to saving throws against Charm effects.
Class, Initiative, Mobility, Power Enhancement, Racial
Prerequisites: Githzerai race, any psionic class, iron mind racial power
Benefit: When you use your iron mind racial power, you can also shift 1 square.
In addition, when you are surprised, you can use iron mind as a free interrupt to not be surprised.
Critical, Grapple, Skill Enhancement, Support, Undead-hunting
Prerequisites: Strength 15
Benefit: You gain a +2 bonus to Athletics checks to escape being grabbed, and additional creatures grabbing you increase the escape DC by +1 instead of +2.
When you make an at-will Weapon attack against an undead creature, you gain the following benefits:
► On a hit, any ally grabbed by the undead can attempt to escape as an opportunity reaction.
► You can score a critical hit on a natural roll of 19 or 20.
Class, Healing Surge, Hit Points, Racial, Skill Enhancement
Prerequisites: Wisdom 15, Githzerai race, Monk class
Benefit: Your hit points and number of healing surges are based on your Wisdom instead of your Constitution.
Also, when you make a Strength check, you can use Wisdom instead.
In addition, your Athletics checks are based on Wisdom instead of Strength.
Initiative, Mobility, Racial
Prerequisites: Githzerai race
Benefit: During the first round of an encounter, you don't provoke reactive strikes from enemies that have not yet acted.